text: /*************************************************************************/
  /*  rasterizer_storage_gles3.h                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* 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:                                             */
  /*                                                                       */
  /* 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 RASTERIZERSTORAGEGLES3_H
  #define RASTERIZERSTORAGEGLES3_H
  
  #include "core/self_list.h"
  #include "servers/visual/rasterizer.h"
  #include "servers/visual/shader_language.h"
  #include "shader_compiler_gles3.h"
  #include "shader_gles3.h"
  
  #include "shaders/blend_shape.glsl.gen.h"
  #include "shaders/canvas.glsl.gen.h"
  #include "shaders/copy.glsl.gen.h"
  #include "shaders/cubemap_filter.glsl.gen.h"
  #include "shaders/particles.glsl.gen.h"
  
  // WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
  #ifdef __EMSCRIPTEN__
  void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
  #endif
  
  class RasterizerCanvasGLES3;
  class RasterizerSceneGLES3;
  
  #define _TEXTURE_SRGB_DECODE_EXT 0x8A48
  #define _DECODE_EXT 0x8A49
  #define _SKIP_DECODE_EXT 0x8A4A
  
  void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
  
  class RasterizerStorageGLES3 : public RasterizerStorage {
  public:
  	RasterizerCanvasGLES3 *canvas;
  	RasterizerSceneGLES3 *scene;
  	static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
  
  	enum RenderArchitecture {
  		RENDER_ARCH_MOBILE,
  		RENDER_ARCH_DESKTOP,
  	};
  
  	struct Config {
  
  		bool shrink_textures_x2;
  		bool use_fast_texture_filter;
  		bool use_anisotropic_filter;
  
  		bool s3tc_supported;
  		bool latc_supported;
  		bool rgtc_supported;
  		bool bptc_supported;
  		bool etc_supported;
  		bool etc2_supported;
  		bool pvrtc_supported;
  
  		bool srgb_decode_supported;
  
  		bool texture_float_linear_supported;
  		bool framebuffer_float_supported;
  		bool framebuffer_half_float_supported;
  
  		bool use_rgba_2d_shadows;
  
  		float anisotropic_level;
  
  		int max_texture_image_units;
  		int max_texture_size;
  
  		bool generate_wireframes;
  
  		bool use_texture_array_environment;
  
  		Set<String> extensions;
  
  		bool keep_original_textures;
  
  		bool no_depth_prepass;
  		bool force_vertex_shading;
  	} config;
  
  	mutable struct Shaders {
  
  		CopyShaderGLES3 copy;
  
  		ShaderCompilerGLES3 compiler;
  
  		CubemapFilterShaderGLES3 cubemap_filter;
  
  		BlendShapeShaderGLES3 blend_shapes;
  
  		ParticlesShaderGLES3 particles;
  
  		ShaderCompilerGLES3::IdentifierActions actions_canvas;
  		ShaderCompilerGLES3::IdentifierActions actions_scene;
  		ShaderCompilerGLES3::IdentifierActions actions_particles;
  	} shaders;
  
  	struct Resources {
  
  		GLuint white_tex;
  		GLuint black_tex;
  		GLuint normal_tex;
  		GLuint aniso_tex;
  
  		GLuint white_tex_3d;
  		GLuint white_tex_array;
  
  		GLuint quadie;
  		GLuint quadie_array;
  
  		GLuint transform_feedback_buffers[2];
  		GLuint transform_feedback_array;
  
  	} resources;
  
  	struct Info {
  
  		uint64_t texture_mem;
  		uint64_t vertex_mem;
  
  		struct Render {
  			uint32_t object_count;
  			uint32_t draw_call_count;
  			uint32_t material_switch_count;
  			uint32_t surface_switch_count;
  			uint32_t shader_rebind_count;
  			uint32_t vertices_count;
  
  			void reset() {
  				object_count = 0;
  				draw_call_count = 0;
  				material_switch_count = 0;
  				surface_switch_count = 0;
  				shader_rebind_count = 0;
  				vertices_count = 0;
  			}
  		} render, render_final, snap;
  
  		Info() {
  
  			texture_mem = 0;
  			vertex_mem = 0;
  			render.reset();
  			render_final.reset();
  		}
  
  	} info;
  
  	/////////////////////////////////////////////////////////////////////////////////////////
  	//////////////////////////////////DATA///////////////////////////////////////////////////
  	/////////////////////////////////////////////////////////////////////////////////////////
  
  	struct Instantiable : public RID_Data {
  
  		SelfList<RasterizerScene::InstanceBase>::List instance_list;
  
  		_FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
  
  			SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
  			while (instances) {
  
  				instances->self()->base_changed(p_aabb, p_materials);
  				instances = instances->next();
  			}
  		}
  
  		_FORCE_INLINE_ void instance_remove_deps() {
  			SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
  			while (instances) {
  
  				SelfList<RasterizerScene::InstanceBase> *next = instances->next();
  				instances->self()->base_removed();
  				instances = next;
  			}
  		}
  
  		Instantiable() {}
  		virtual ~Instantiable() {
  		}
  	};
  
  	struct GeometryOwner : public Instantiable {
  
  		virtual ~GeometryOwner() {}
  	};
  	struct Geometry : Instantiable {
  
  		enum Type {
  			GEOMETRY_INVALID,
  			GEOMETRY_SURFACE,
  			GEOMETRY_IMMEDIATE,
  			GEOMETRY_MULTISURFACE,
  		};
  
  		Type type;
  		RID material;
  		uint64_t last_pass;
  		uint32_t index;
  
  		virtual void material_changed_notify() {}
  
  		Geometry() {
  			last_pass = 0;
  			index = 0;
  		}
  	};
  
  	/////////////////////////////////////////////////////////////////////////////////////////
  	//////////////////////////////////API////////////////////////////////////////////////////
  	/////////////////////////////////////////////////////////////////////////////////////////
  
  	/* TEXTURE API */
  
  	struct RenderTarget;
  
  	struct Texture : public RID_Data {
  
  		Texture *proxy;
  		Set<Texture *> proxy_owners;
  
  		String path;
  		uint32_t flags;
  		int width, height, depth;
  		int alloc_width, alloc_height, alloc_depth;
  		Image::Format format;
  		VS::TextureType type;
  
  		GLenum target;
  		GLenum gl_format_cache;
  		GLenum gl_internal_format_cache;
  		GLenum gl_type_cache;
  		int data_size; //original data size, useful for retrieving back
  		bool compressed;
  		bool srgb;
  		int total_data_size;
  		bool ignore_mipmaps;
  
  		int mipmaps;
  
  		bool active;
  		GLuint tex_id;
  
  		bool using_srgb;
  		bool redraw_if_visible;
  
  		uint16_t stored_cube_sides;
  
  		RenderTarget *render_target;
  
  		Vector<Ref<Image> > images;
  
  		VisualServer::TextureDetectCallback detect_3d;
  		void *detect_3d_ud;
  
  		VisualServer::TextureDetectCallback detect_srgb;
  		void *detect_srgb_ud;
  
  		VisualServer::TextureDetectCallback detect_normal;
  		void *detect_normal_ud;
  
  		Texture() :
  				proxy(NULL),
  				flags(0),
  				width(0),
  				height(0),
  				format(Image::FORMAT_L8),
  				type(VS::TEXTURE_TYPE_2D),
  				target(GL_TEXTURE_2D),
  				data_size(0),
  				compressed(false),
  				total_data_size(0),
  				ignore_mipmaps(false),
  				mipmaps(0),
  				active(false),
  				tex_id(0),
  				using_srgb(false),
  				redraw_if_visible(false),
  				stored_cube_sides(0),
  				render_target(NULL),
  				detect_3d(NULL),
  				detect_3d_ud(NULL),
  				detect_srgb(NULL),
  				detect_srgb_ud(NULL),
  				detect_normal(NULL),
  				detect_normal_ud(NULL) {
  		}
  
  		_ALWAYS_INLINE_ Texture *get_ptr() {
  			if (proxy) {
  				return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
  			} else {
  				return this;
  			}
  		}
  
  		~Texture() {
  
  			if (tex_id != 0) {
  
  				glDeleteTextures(1, &tex_id);
  			}
  
  			for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
  				E->get()->proxy = NULL;
  			}
  
  			if (proxy) {
  				proxy->proxy_owners.erase(this);
  			}
  		}
  	};
  
  	mutable RID_Owner<Texture> texture_owner;
  
  	Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb) const;
  
  	virtual RID texture_create();
  	virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
  	virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
  	virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
  	virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
  	virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
  	virtual uint32_t texture_get_flags(RID p_texture) const;
  	virtual Image::Format texture_get_format(RID p_texture) const;
  	virtual VS::TextureType texture_get_type(RID p_texture) const;
  	virtual uint32_t texture_get_texid(RID p_texture) const;
  	virtual uint32_t texture_get_width(RID p_texture) const;
  	virtual uint32_t texture_get_height(RID p_texture) const;
  	virtual uint32_t texture_get_depth(RID p_texture) const;
  	virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
  
  	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_shrink_all_x2_on_set_data(bool p_enable);
  
  	virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
  
  	virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
  
  	virtual void textures_keep_original(bool p_enable);
  
  	virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
  	virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
  	virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
  
  	virtual void texture_set_proxy(RID p_texture, RID p_proxy);
  	virtual Size2 texture_size_with_proxy(RID p_texture) const;
  
  	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
  
  	/* SKY API */
  
  	struct Sky : public RID_Data {
  
  		RID panorama;
  		GLuint radiance;
  		int radiance_size;
  	};
  
  	mutable RID_Owner<Sky> sky_owner;
  
  	virtual RID sky_create();
  	virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
  
  	/* SHADER API */
  
  	struct Material;
  
  	struct Shader : public RID_Data {
  
  		RID self;
  
  		VS::ShaderMode mode;
  		ShaderGLES3 *shader;
  		String code;
  		SelfList<Material>::List materials;
  
  		Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  		Vector<uint32_t> ubo_offsets;
  		uint32_t ubo_size;
  
  		uint32_t texture_count;
  
  		uint32_t custom_code_id;
  		uint32_t version;
  
  		SelfList<Shader> dirty_list;
  
  		Map<StringName, RID> default_textures;
  
  		Vector<ShaderLanguage::DataType> texture_types;
  		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
  
  		bool valid;
  
  		String path;
  
  		struct CanvasItem {
  
  			enum BlendMode {
  				BLEND_MODE_MIX,
  				BLEND_MODE_ADD,
  				BLEND_MODE_SUB,
  				BLEND_MODE_MUL,
  				BLEND_MODE_PMALPHA,
  				BLEND_MODE_DISABLED,
  			};
  
  			int blend_mode;
  
  			enum LightMode {
  				LIGHT_MODE_NORMAL,
  				LIGHT_MODE_UNSHADED,
  				LIGHT_MODE_LIGHT_ONLY
  			};
  
  			int light_mode;
  
  			bool uses_screen_texture;
  			bool uses_screen_uv;
  			bool uses_time;
  
  		} canvas_item;
  
  		struct Spatial {
  
  			enum BlendMode {
  				BLEND_MODE_MIX,
  				BLEND_MODE_ADD,
  				BLEND_MODE_SUB,
  				BLEND_MODE_MUL,
  			};
  
  			int blend_mode;
  
  			enum DepthDrawMode {
  				DEPTH_DRAW_OPAQUE,
  				DEPTH_DRAW_ALWAYS,
  				DEPTH_DRAW_NEVER,
  				DEPTH_DRAW_ALPHA_PREPASS,
  			};
  
  			int depth_draw_mode;
  
  			enum CullMode {
  				CULL_MODE_FRONT,
  				CULL_MODE_BACK,
  				CULL_MODE_DISABLED,
  			};
  
  			int cull_mode;
  
  			bool uses_alpha;
  			bool uses_alpha_scissor;
  			bool unshaded;
  			bool no_depth_test;
  			bool uses_vertex;
  			bool uses_discard;
  			bool uses_sss;
  			bool uses_screen_texture;
  			bool uses_depth_texture;
  			bool uses_time;
  			bool writes_modelview_or_projection;
  			bool uses_vertex_lighting;
  			bool uses_world_coordinates;
  
  		} spatial;
  
  		struct Particles {
  
  		} particles;
  
  		bool uses_vertex_time;
  		bool uses_fragment_time;
  
  		Shader() :
  				dirty_list(this) {
  
  			shader = NULL;
  			ubo_size = 0;
  			valid = false;
  			custom_code_id = 0;
  			version = 1;
  		}
  	};
  
  	mutable SelfList<Shader>::List _shader_dirty_list;
  	void _shader_make_dirty(Shader *p_shader);
  
  	mutable RID_Owner<Shader> shader_owner;
  
  	virtual RID shader_create();
  
  	virtual void shader_set_code(RID p_shader, const String &p_code);
  	virtual String shader_get_code(RID p_shader) const;
  	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
  
  	virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
  	virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
  
  	void _update_shader(Shader *p_shader) const;
  
  	void update_dirty_shaders();
  
  	/* COMMON MATERIAL API */
  
  	struct Material : public RID_Data {
  
  		Shader *shader;
  		GLuint ubo_id;
  		uint32_t ubo_size;
  		Map<StringName, Variant> params;
  		SelfList<Material> list;
  		SelfList<Material> dirty_list;
  		Vector<bool> texture_is_3d;
  		Vector<RID> textures;
  		float line_width;
  		int render_priority;
  
  		RID next_pass;
  
  		uint32_t index;
  		uint64_t last_pass;
  
  		Map<Geometry *, int> geometry_owners;
  		Map<RasterizerScene::InstanceBase *, int> instance_owners;
  
  		bool can_cast_shadow_cache;
  		bool is_animated_cache;
  
  		Material() :
  				shader(NULL),
  				ubo_id(0),
  				ubo_size(0),
  				list(this),
  				dirty_list(this),
  				line_width(1.0),
  				render_priority(0),
  				last_pass(0),
  				can_cast_shadow_cache(false),
  				is_animated_cache(false) {
  		}
  	};
  
  	mutable SelfList<Material>::List _material_dirty_list;
  	void _material_make_dirty(Material *p_material) const;
  	void _material_add_geometry(RID p_material, Geometry *p_geometry);
  	void _material_remove_geometry(RID p_material, Geometry *p_geometry);
  
  	mutable RID_Owner<Material> material_owner;
  
  	virtual RID material_create();
  
  	virtual void material_set_shader(RID p_material, RID p_shader);
  	virtual RID material_get_shader(RID p_material) const;
  
  	virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
  	virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
  	virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
  
  	virtual void material_set_line_width(RID p_material, float p_width);
  	virtual void material_set_next_pass(RID p_material, RID p_next_material);
  
  	virtual bool material_is_animated(RID p_material);
  	virtual bool material_casts_shadows(RID p_material);
  
  	virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
  	virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
  
  	virtual void material_set_render_priority(RID p_material, int priority);
  
  	void _update_material(Material *material);
  
  	void update_dirty_materials();
  
  	/* MESH API */
  
  	struct Mesh;
  	struct Surface : public Geometry {
  
  		struct Attrib {
  
  			bool enabled;
  			bool integer;
  			GLuint index;
  			GLint size;
  			GLenum type;
  			GLboolean normalized;
  			GLsizei stride;
  			uint32_t offset;
  		};
  
  		Attrib attribs[VS::ARRAY_MAX];
  
  		Mesh *mesh;
  		uint32_t format;
  
  		GLuint array_id;
  		GLuint instancing_array_id;
  		GLuint vertex_id;
  		GLuint index_id;
  
  		GLuint index_wireframe_id;
  		GLuint array_wireframe_id;
  		GLuint instancing_array_wireframe_id;
  		int index_wireframe_len;
  
  		Vector<AABB> skeleton_bone_aabb;
  		Vector<bool> skeleton_bone_used;
  
  		//bool packed;
  
  		struct BlendShape {
  			GLuint vertex_id;
  			GLuint array_id;
  		};
  
  		Vector<BlendShape> blend_shapes;
  
  		AABB aabb;
  
  		int array_len;
  		int index_array_len;
  		int max_bone;
  
  		int array_byte_size;
  		int index_array_byte_size;
  
  		VS::PrimitiveType primitive;
  
  		bool active;
  
  		virtual void material_changed_notify() {
  			mesh->instance_change_notify(false, true);
  			mesh->update_multimeshes();
  		}
  
  		int total_data_size;
  
  		Surface() :
  				mesh(NULL),
  				format(0),
  				array_id(0),
  				vertex_id(0),
  				index_id(0),
  				index_wireframe_id(0),
  				array_wireframe_id(0),
  				instancing_array_wireframe_id(0),
  				index_wireframe_len(0),
  				array_len(0),
  				index_array_len(0),
  				array_byte_size(0),
  				index_array_byte_size(0),
  				primitive(VS::PRIMITIVE_POINTS),
  				active(false),
  				total_data_size(0) {
  			type = GEOMETRY_SURFACE;
  		}
  
  		~Surface() {
  		}
  	};
  
  	struct MultiMesh;
  
  	struct Mesh : public GeometryOwner {
  
  		bool active;
  		Vector<Surface *> surfaces;
  		int blend_shape_count;
  		VS::BlendShapeMode blend_shape_mode;
  		AABB custom_aabb;
  		mutable uint64_t last_pass;
  		SelfList<MultiMesh>::List multimeshes;
  		_FORCE_INLINE_ void update_multimeshes() {
  
  			SelfList<MultiMesh> *mm = multimeshes.first();
  			while (mm) {
  				mm->self()->instance_change_notify(false, true);
  				mm = mm->next();
  			}
  		}
  
  		Mesh() :
  				active(false),
  				blend_shape_count(0),
  				blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED),
  				last_pass(0) {
  		}
  	};
  
  	mutable RID_Owner<Mesh> mesh_owner;
  
  	virtual RID mesh_create();
  
  	virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
  
  	virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
  	virtual int mesh_get_blend_shape_count(RID p_mesh) const;
  
  	virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
  	virtual VS::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 PoolVector<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 int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
  	virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
  
  	virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
  	virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
  
  	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
  	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
  
  	virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
  	virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
  	virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const;
  
  	virtual void mesh_remove_surface(RID p_mesh, int p_surface);
  	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) const;
  	virtual void mesh_clear(RID p_mesh);
  
  	void mesh_render_blend_shapes(Surface *s, const float *p_weights);
  
  	/* MULTIMESH API */
  
  	struct MultiMesh : public GeometryOwner {
  		RID mesh;
  		int size;
  		VS::MultimeshTransformFormat transform_format;
  		VS::MultimeshColorFormat color_format;
  		VS::MultimeshCustomDataFormat custom_data_format;
  		Vector<float> data;
  		AABB aabb;
  		SelfList<MultiMesh> update_list;
  		SelfList<MultiMesh> mesh_list;
  		GLuint buffer;
  		int visible_instances;
  
  		int xform_floats;
  		int color_floats;
  		int custom_data_floats;
  
  		bool dirty_aabb;
  		bool dirty_data;
  
  		MultiMesh() :
  				size(0),
  				transform_format(VS::MULTIMESH_TRANSFORM_2D),
  				color_format(VS::MULTIMESH_COLOR_NONE),
  				custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
  				update_list(this),
  				mesh_list(this),
  				buffer(0),
  				visible_instances(-1),
  				xform_floats(0),
  				color_floats(0),
  				custom_data_floats(0),
  				dirty_aabb(true),
  				dirty_data(true) {
  		}
  	};
  
  	mutable RID_Owner<MultiMesh> multimesh_owner;
  
  	SelfList<MultiMesh>::List multimesh_update_list;
  
  	void update_dirty_multimeshes();
  
  	virtual RID multimesh_create();
  
  	virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE);
  	virtual int multimesh_get_instance_count(RID p_multimesh) const;
  
  	virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
  	virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
  	virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
  	virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
  	virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
  
  	virtual RID multimesh_get_mesh(RID p_multimesh) const;
  
  	virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
  	virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
  	virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
  	virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
  
  	virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
  
  	virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
  	virtual int multimesh_get_visible_instances(RID p_multimesh) const;
  
  	virtual AABB multimesh_get_aabb(RID p_multimesh) const;
  
  	/* IMMEDIATE API */
  
  	struct Immediate : public Geometry {
  
  		struct Chunk {
  
  			RID texture;
  			VS::PrimitiveType primitive;
  			Vector<Vector3> vertices;
  			Vector<Vector3> normals;
  			Vector<Plane> tangents;
  			Vector<Color> colors;
  			Vector<Vector2> uvs;
  			Vector<Vector2> uvs2;
  		};
  
  		List<Chunk> chunks;
  		bool building;
  		int mask;
  		AABB aabb;
  
  		Immediate() {
  			type = GEOMETRY_IMMEDIATE;
  			building = false;
  		}
  	};
  
  	Vector3 chunk_vertex;
  	Vector3 chunk_normal;
  	Plane chunk_tangent;
  	Color chunk_color;
  	Vector2 chunk_uv;
  	Vector2 chunk_uv2;
  
  	mutable RID_Owner<Immediate> immediate_owner;
  
  	virtual RID immediate_create();
  	virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
  	virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
  	virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
  	virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
  	virtual void immediate_color(RID p_immediate, const Color &p_color);
  	virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
  	virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
  	virtual void immediate_end(RID p_immediate);
  	virtual void immediate_clear(RID p_immediate);
  	virtual void immediate_set_material(RID p_immediate, RID p_material);
  	virtual RID immediate_get_material(RID p_immediate) const;
  	virtual AABB immediate_get_aabb(RID p_immediate) const;
  
  	/* SKELETON API */
  
  	struct Skeleton : RID_Data {
  		bool use_2d;
  		int size;
  		Vector<float> skel_texture;
  		GLuint texture;
  		SelfList<Skeleton> update_list;
  		Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
  		Transform2D base_transform_2d;
  
  		Skeleton() :
  				use_2d(false),
  				size(0),
  				texture(0),
  				update_list(this) {
  		}
  	};
  
  	mutable RID_Owner<Skeleton> skeleton_owner;
  
  	SelfList<Skeleton>::List skeleton_update_list;
  
  	void update_dirty_skeletons();
  
  	virtual RID skeleton_create();
  	virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
  	virtual int skeleton_get_bone_count(RID p_skeleton) const;
  	virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
  	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
  	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
  	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
  	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
  
  	/* Light API */
  
  	struct Light : Instantiable {
  
  		VS::LightType type;
  		float param[VS::LIGHT_PARAM_MAX];
  		Color color;
  		Color shadow_color;
  		RID projector;
  		bool shadow;
  		bool negative;
  		bool reverse_cull;
  		uint32_t cull_mask;
  		VS::LightOmniShadowMode omni_shadow_mode;
  		VS::LightOmniShadowDetail omni_shadow_detail;
  		VS::LightDirectionalShadowMode directional_shadow_mode;
  		VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
  		bool directional_blend_splits;
  		uint64_t version;
  	};
  
  	mutable RID_Owner<Light> light_owner;
  
  	virtual RID light_create(VS::LightType p_type);
  
  	virtual void light_set_color(RID p_light, const Color &p_color);
  	virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
  	virtual void light_set_shadow(RID p_light, bool p_enabled);
  	virtual void light_set_shadow_color(RID p_light, const Color &p_color);
  	virtual void light_set_projector(RID p_light, RID p_texture);
  	virtual void light_set_negative(RID p_light, bool p_enable);
  	virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
  	virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
  
  	virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
  	virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
  
  	virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
  	virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
  	virtual bool light_directional_get_blend_splits(RID p_light) const;
  
  	virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
  	virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
  
  	virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
  	virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
  
  	virtual bool light_has_shadow(RID p_light) const;
  
  	virtual VS::LightType light_get_type(RID p_light) const;
  	virtual float light_get_param(RID p_light, VS::LightParam p_param);
  	virtual Color light_get_color(RID p_light);
  
  	virtual AABB light_get_aabb(RID p_light) const;
  	virtual uint64_t light_get_version(RID p_light) const;
  
  	/* PROBE API */
  
  	struct ReflectionProbe : Instantiable {
  
  		VS::ReflectionProbeUpdateMode update_mode;
  		float intensity;
  		Color interior_ambient;
  		float interior_ambient_energy;
  		float interior_ambient_probe_contrib;
  		float max_distance;
  		Vector3 extents;
  		Vector3 origin_offset;
  		bool interior;
  		bool box_projection;
  		bool enable_shadows;
  		uint32_t cull_mask;
  	};
  
  	mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
  
  	virtual RID reflection_probe_create();
  
  	virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
  	virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
  	virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
  	virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
  	virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
  	virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
  	virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
  	virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
  	virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
  	virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
  	virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
  	virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
  	virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
  
  	virtual AABB reflection_probe_get_aabb(RID p_probe) const;
  	virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
  	virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
  
  	virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
  	virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
  	virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
  	virtual bool reflection_probe_renders_shadows(RID p_probe) const;
  
  	/* GI PROBE API */
  
  	struct GIProbe : public Instantiable {
  
  		AABB bounds;
  		Transform to_cell;
  		float cell_size;
  
  		int dynamic_range;
  		float energy;
  		float bias;
  		float normal_bias;
  		float propagation;
  		bool interior;
  		bool compress;
  
  		uint32_t version;
  
  		PoolVector<int> dynamic_data;
  	};
  
  	mutable RID_Owner<GIProbe> gi_probe_owner;
  
  	virtual RID gi_probe_create();
  
  	virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds);
  	virtual AABB gi_probe_get_bounds(RID p_probe) const;
  
  	virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
  	virtual float gi_probe_get_cell_size(RID p_probe) const;
  
  	virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
  	virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
  
  	virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
  	virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
  
  	virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
  	virtual int gi_probe_get_dynamic_range(RID p_probe) const;
  
  	virtual void gi_probe_set_energy(RID p_probe, float p_range);
  	virtual float gi_probe_get_energy(RID p_probe) const;
  
  	virtual void gi_probe_set_bias(RID p_probe, float p_range);
  	virtual float gi_probe_get_bias(RID p_probe) const;
  
  	virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
  	virtual float gi_probe_get_normal_bias(RID p_probe) const;
  
  	virtual void gi_probe_set_propagation(RID p_probe, float p_range);
  	virtual float gi_probe_get_propagation(RID p_probe) const;
  
  	virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
  	virtual bool gi_probe_is_interior(RID p_probe) const;
  
  	virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
  	virtual bool gi_probe_is_compressed(RID p_probe) const;
  
  	virtual uint32_t gi_probe_get_version(RID p_probe);
  
  	struct GIProbeData : public RID_Data {
  
  		int width;
  		int height;
  		int depth;
  		int levels;
  		GLuint tex_id;
  		GIProbeCompression compression;
  
  		GIProbeData() {
  		}
  	};
  
  	mutable RID_Owner<GIProbeData> gi_probe_data_owner;
  
  	virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
  	virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
  	virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
  
  	/* LIGHTMAP CAPTURE */
  
  	virtual RID lightmap_capture_create();
  	virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
  	virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
  	virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
  	virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
  	virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
  	virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
  	virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
  	virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
  
  	virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
  	virtual float lightmap_capture_get_energy(RID p_capture) const;
  
  	virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
  
  	struct LightmapCapture : public Instantiable {
  
  		PoolVector<LightmapCaptureOctree> octree;
  		AABB bounds;
  		Transform cell_xform;
  		int cell_subdiv;
  		float energy;
  		LightmapCapture() {
  			energy = 1.0;
  			cell_subdiv = 1;
  		}
  	};
  
  	mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
  
  	/* PARTICLES */
  
  	struct Particles : public GeometryOwner {
  
  		bool inactive;
  		float inactive_time;
  		bool emitting;
  		bool one_shot;
  		int amount;
  		float lifetime;
  		float pre_process_time;
  		float explosiveness;
  		float randomness;
  		bool restart_request;
  		AABB custom_aabb;
  		bool use_local_coords;
  		RID process_material;
  
  		VS::ParticlesDrawOrder draw_order;
  
  		Vector<RID> draw_passes;
  
  		GLuint particle_buffers[2];
  		GLuint particle_vaos[2];
  
  		GLuint particle_buffer_histories[2];
  		GLuint particle_vao_histories[2];
  		bool particle_valid_histories[2];
  		bool histories_enabled;
  
  		SelfList<Particles> particle_element;
  
  		float phase;
  		float prev_phase;
  		uint64_t prev_ticks;
  		uint32_t random_seed;
  
  		uint32_t cycle_number;
  
  		float speed_scale;
  
  		int fixed_fps;
  		bool fractional_delta;
  		float frame_remainder;
  
  		bool clear;
  
  		Transform emission_transform;
  
  		Particles() :
  				inactive(true),
  				inactive_time(0.0),
  				emitting(false),
  				one_shot(false),
  				amount(0),
  				lifetime(1.0),
  				pre_process_time(0.0),
  				explosiveness(0.0),
  				randomness(0.0),
  				restart_request(false),
  				custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
  				use_local_coords(true),
  				draw_order(VS::PARTICLES_DRAW_ORDER_INDEX),
  				histories_enabled(false),
  				particle_element(this),
  				prev_ticks(0),
  				random_seed(0),
  				cycle_number(0),
  				speed_scale(1.0),
  				fixed_fps(0),
  				fractional_delta(false),
  				frame_remainder(0),
  				clear(true) {
  			particle_buffers[0] = 0;
  			particle_buffers[1] = 0;
  			glGenBuffers(2, particle_buffers);
  			glGenVertexArrays(2, particle_vaos);
  		}
  
  		~Particles() {
  
  			glDeleteBuffers(2, particle_buffers);
  			glDeleteVertexArrays(2, particle_vaos);
  			if (histories_enabled) {
  				glDeleteBuffers(2, particle_buffer_histories);
  				glDeleteVertexArrays(2, particle_vao_histories);
  			}
  		}
  	};
  
  	SelfList<Particles>::List particle_update_list;
  
  	void update_particles();
  
  	mutable RID_Owner<Particles> particles_owner;
  
  	virtual RID particles_create();
  
  	virtual void particles_set_emitting(RID p_particles, bool p_emitting);
  	virtual bool particles_get_emitting(RID p_particles);
  	virtual void particles_set_amount(RID p_particles, int p_amount);
  	virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
  	virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
  	virtual void particles_set_pre_process_time(RID p_particles, float p_time);
  	virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
  	virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
  	virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
  	virtual void particles_set_speed_scale(RID p_particles, float p_scale);
  	virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
  	virtual void particles_set_process_material(RID p_particles, RID p_material);
  	virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
  	virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
  	virtual void particles_restart(RID p_particles);
  
  	virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
  
  	virtual void particles_set_draw_passes(RID p_particles, int p_passes);
  	virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
  
  	virtual void particles_request_process(RID p_particles);
  	virtual AABB particles_get_current_aabb(RID p_particles);
  	virtual AABB particles_get_aabb(RID p_particles) const;
  
  	virtual void _particles_update_histories(Particles *particles);
  
  	virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
  	void _particles_process(Particles *p_particles, float p_delta);
  
  	virtual int particles_get_draw_passes(RID p_particles) const;
  	virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
  
  	virtual bool particles_is_inactive(RID p_particles) const;
  
  	/* INSTANCE */
  
  	virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
  	virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
  
  	virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
  	virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
  
  	/* RENDER TARGET */
  
  	struct RenderTarget : public RID_Data {
  
  		GLuint fbo;
  		GLuint color;
  		GLuint depth;
  
  		struct Buffers {
  
  			bool active;
  			bool effects_active;
  			GLuint fbo;
  			GLuint depth;
  			GLuint specular;
  			GLuint diffuse;
  			GLuint normal_rough;
  			GLuint sss;
  
  			GLuint effect_fbo;
  			GLuint effect;
  
  		} buffers;
  
  		struct Effects {
  
  			struct MipMaps {
  
  				struct Size {
  					GLuint fbo;
  					int width;
  					int height;
  				};
  
  				Vector<Size> sizes;
  				GLuint color;
  				int levels;
  
  				MipMaps() :
  						color(0),
  						levels(0) {
  				}
  			};
  
  			MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
  			//GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling
  
  			struct SSAO {
  				GLuint blur_fbo[2]; // blur fbo
  				GLuint blur_red[2]; // 8 bits red buffer
  
  				GLuint linear_depth;
  
  				Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
  
  				SSAO() :
  						linear_depth(0) {
  					blur_fbo[0] = 0;
  					blur_fbo[1] = 0;
  				}
  			} ssao;
  
  			Effects() {}
  
  		} effects;
  
  		struct Exposure {
  			GLuint fbo;
  			GLuint color;
  
  			Exposure() :
  					fbo(0) {}
  		} exposure;
  
  		uint64_t last_exposure_tick;
  
  		int width, height;
  
  		bool flags[RENDER_TARGET_FLAG_MAX];
  
  		bool used_in_frame;
  		VS::ViewportMSAA msaa;
  
  		RID texture;
  
  		RenderTarget() :
  				fbo(0),
  				depth(0),
  				last_exposure_tick(0),
  				width(0),
  				height(0),
  				used_in_frame(false),
  				msaa(VS::VIEWPORT_MSAA_DISABLED) {
  			exposure.fbo = 0;
  			buffers.fbo = 0;
  			for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
  				flags[i] = false;
  			}
  			flags[RENDER_TARGET_HDR] = true;
  			buffers.active = false;
  			buffers.effects_active = false;
  		}
  	};
  
  	mutable RID_Owner<RenderTarget> render_target_owner;
  
  	void _render_target_clear(RenderTarget *rt);
  	void _render_target_allocate(RenderTarget *rt);
  
  	virtual RID render_target_create();
  	virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
  	virtual RID render_target_get_texture(RID p_render_target) const;
  
  	virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
  	virtual bool render_target_was_used(RID p_render_target);
  	virtual void render_target_clear_used(RID p_render_target);
  	virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
  
  	/* CANVAS SHADOW */
  
  	struct CanvasLightShadow : public RID_Data {
  
  		int size;
  		int height;
  		GLuint fbo;
  		GLuint depth;
  		GLuint distance; //for older devices
  	};
  
  	RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
  
  	virtual RID canvas_light_shadow_buffer_create(int p_width);
  
  	/* LIGHT SHADOW MAPPING */
  
  	struct CanvasOccluder : public RID_Data {
  
  		GLuint array_id; // 0 means, unconfigured
  		GLuint vertex_id; // 0 means, unconfigured
  		GLuint index_id; // 0 means, unconfigured
  		PoolVector<Vector2> lines;
  		int len;
  	};
  
  	RID_Owner<CanvasOccluder> canvas_occluder_owner;
  
  	virtual RID canvas_light_occluder_create();
  	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
  
  	virtual VS::InstanceType get_base_type(RID p_rid) const;
  
  	virtual bool free(RID p_rid);
  
  	struct Frame {
  
  		RenderTarget *current_rt;
  
  		bool clear_request;
  		Color clear_request_color;
  		int canvas_draw_commands;
  		float time[4];
  		float delta;
  		uint64_t count;
  
  	} frame;
  
  	void initialize();
  	void finalize();
  
  	virtual bool has_os_feature(const String &p_feature) const;
  
  	virtual void update_dirty_resources();
  
  	virtual void set_debug_generate_wireframes(bool p_generate);
  
  	virtual void render_info_begin_capture();
  	virtual void render_info_end_capture();
  	virtual int get_captured_render_info(VS::RenderInfo p_info);
  
  	virtual int get_render_info(VS::RenderInfo p_info);
  
  	RasterizerStorageGLES3();
  };
  
  #endif // RASTERIZERSTORAGEGLES3_H
  