summaryrefslogtreecommitdiff
path: root/servers/rendering/rendering_server_default.h
blob: c4a6494da934c3ca62d58e6f07a7462765eed130 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
/*************************************************************************/
/*  rendering_server_default.h                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 RENDERING_SERVER_DEFAULT_H
#define RENDERING_SERVER_DEFAULT_H

#include "core/math/octree.h"
#include "core/templates/command_queue_mt.h"
#include "core/templates/ordered_hash_map.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "renderer_viewport.h"
#include "rendering_server_globals.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"
#include "servers/server_wrap_mt_common.h"

class RenderingServerDefault : public RenderingServer {
	enum {
		MAX_INSTANCE_CULL = 8192,
		MAX_INSTANCE_LIGHTS = 4,
		LIGHT_CACHE_DIRTY = -1,
		MAX_LIGHTS_CULLED = 256,
		MAX_ROOM_CULL = 32,
		MAX_EXTERIOR_PORTALS = 128,
		MAX_LIGHT_SAMPLERS = 256,
		INSTANCE_ROOMLESS_MASK = (1 << 20)

	};

	static int changes;
	RID test_cube;

	List<Callable> frame_drawn_callbacks;

	static void _changes_changed() {}

	uint64_t frame_profile_frame;
	Vector<FrameProfileArea> frame_profile;

	double frame_setup_time = 0;

	//for printing
	bool print_gpu_profile = false;
	OrderedHashMap<String, float> print_gpu_profile_task_time;
	uint64_t print_frame_profile_ticks_from = 0;
	uint32_t print_frame_profile_frame_count = 0;

	mutable CommandQueueMT command_queue;

	static void _thread_callback(void *_instance);
	void _thread_loop();

	Thread::ID server_thread;
	SafeFlag exit;
	Thread thread;
	SafeFlag draw_thread_up;
	bool create_thread;

	SafeNumeric<uint64_t> draw_pending;
	void _thread_draw(bool p_swap_buffers, double frame_step);
	void _thread_flush();

	void _thread_exit();

	Mutex alloc_mutex;

	void _draw(bool p_swap_buffers, double frame_step);
	void _init();
	void _finish();

	void _free(RID p_rid);

public:
	//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
	//#define DEBUG_CHANGES

#ifdef DEBUG_CHANGES
	_FORCE_INLINE_ static void redraw_request() {
		changes++;
		_changes_changed();
	}

#define DISPLAY_CHANGED \
	changes++;          \
	_changes_changed();

#else
	_FORCE_INLINE_ static void redraw_request() { changes++; }
#endif

#define WRITE_ACTION redraw_request();

#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif

#include "servers/server_wrap_mt_common.h"

//from now on, calls forwarded to this singleton
#define ServerName RendererStorage
#define server_name RSG::storage

	/* TEXTURE API */

#define FUNCRIDTEX0(m_type)                                                                           \
	virtual RID m_type##_create() override {                                                          \
		RID ret = RSG::storage->texture_allocate();                                                   \
		if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
			RSG::storage->m_type##_initialize(ret);                                                   \
		} else {                                                                                      \
			command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret);             \
		}                                                                                             \
		return ret;                                                                                   \
	}

#define FUNCRIDTEX1(m_type, m_type1)                                                                  \
	virtual RID m_type##_create(m_type1 p1) override {                                                \
		RID ret = RSG::storage->texture_allocate();                                                   \
		if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
			RSG::storage->m_type##_initialize(ret, p1);                                               \
		} else {                                                                                      \
			command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1);         \
		}                                                                                             \
		return ret;                                                                                   \
	}

#define FUNCRIDTEX2(m_type, m_type1, m_type2)                                                         \
	virtual RID m_type##_create(m_type1 p1, m_type2 p2) override {                                    \
		RID ret = RSG::storage->texture_allocate();                                                   \
		if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
			RSG::storage->m_type##_initialize(ret, p1, p2);                                           \
		} else {                                                                                      \
			command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2);     \
		}                                                                                             \
		return ret;                                                                                   \
	}

#define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6)                                  \
	virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
		RID ret = RSG::storage->texture_allocate();                                                                \
		if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) {              \
			RSG::storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6);                                        \
		} else {                                                                                                   \
			command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6);  \
		}                                                                                                          \
		return ret;                                                                                                \
	}

	//these go pass-through, as they can be called from any thread
	FUNCRIDTEX1(texture_2d, const Ref<Image> &)
	FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
	FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
	FUNCRIDTEX1(texture_proxy, RID)

	//these go through command queue if they are in another thread
	FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
	FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
	FUNC2(texture_proxy_update, RID, RID)

	//these also go pass-through
	FUNCRIDTEX0(texture_2d_placeholder)
	FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
	FUNCRIDTEX0(texture_3d_placeholder)

	FUNC1RC(Ref<Image>, texture_2d_get, RID)
	FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
	FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)

	FUNC2(texture_replace, RID, RID)

	FUNC3(texture_set_size_override, RID, int, int)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
	FUNC2(texture_bind, RID, uint32_t)
#endif

	FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
	FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
	FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)

	FUNC2(texture_set_path, RID, const String &)
	FUNC1RC(String, texture_get_path, RID)
	FUNC1(texture_debug_usage, List<TextureInfo> *)

	FUNC2(texture_set_force_redraw_if_visible, RID, bool)

	/* SHADER API */

	FUNCRIDSPLIT(shader)

	FUNC2(shader_set_code, RID, const String &)
	FUNC1RC(String, shader_get_code, RID)

	FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)

	FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
	FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
	FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)

	FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)

	/* COMMON MATERIAL API */

	FUNCRIDSPLIT(material)

	FUNC2(material_set_shader, RID, RID)

	FUNC3(material_set_param, RID, const StringName &, const Variant &)
	FUNC2RC(Variant, material_get_param, RID, const StringName &)

	FUNC2(material_set_render_priority, RID, int)
	FUNC2(material_set_next_pass, RID, RID)

	/* MESH API */

	virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
		RID mesh = RSG::storage->mesh_allocate();

		if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) {
			if (Thread::get_caller_id() == server_thread) {
				command_queue.flush_if_pending();
			}
			RSG::storage->mesh_initialize(mesh);
			RSG::storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
			for (int i = 0; i < p_surfaces.size(); i++) {
				RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
			}
		} else {
			command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh);
			command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
			for (int i = 0; i < p_surfaces.size(); i++) {
				RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
				command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]);
			}
		}

		return mesh;
	}

	FUNC2(mesh_set_blend_shape_count, RID, int)

	FUNCRIDSPLIT(mesh)

	FUNC2(mesh_add_surface, RID, const SurfaceData &)

	FUNC1RC(int, mesh_get_blend_shape_count, RID)

	FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
	FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)

	FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
	FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
	FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)

	FUNC3(mesh_surface_set_material, RID, int, RID)
	FUNC2RC(RID, mesh_surface_get_material, RID, int)

	FUNC2RC(SurfaceData, mesh_get_surface, RID, int)

	FUNC1RC(int, mesh_get_surface_count, RID)

	FUNC2(mesh_set_custom_aabb, RID, const AABB &)
	FUNC1RC(AABB, mesh_get_custom_aabb, RID)

	FUNC2(mesh_set_shadow_mesh, RID, RID)

	FUNC1(mesh_clear, RID)

	/* MULTIMESH API */

	FUNCRIDSPLIT(multimesh)

	FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool)
	FUNC1RC(int, multimesh_get_instance_count, RID)

	FUNC2(multimesh_set_mesh, RID, RID)
	FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
	FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
	FUNC3(multimesh_instance_set_color, RID, int, const Color &)
	FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)

	FUNC1RC(RID, multimesh_get_mesh, RID)
	FUNC1RC(AABB, multimesh_get_aabb, RID)

	FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
	FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
	FUNC2RC(Color, multimesh_instance_get_color, RID, int)
	FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)

	FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
	FUNC1RC(Vector<float>, multimesh_get_buffer, RID)

	FUNC2(multimesh_set_visible_instances, RID, int)
	FUNC1RC(int, multimesh_get_visible_instances, RID)

	/* SKELETON API */

	FUNCRIDSPLIT(skeleton)
	FUNC3(skeleton_allocate_data, RID, int, bool)
	FUNC1RC(int, skeleton_get_bone_count, RID)
	FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
	FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
	FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
	FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
	FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)

	/* Light API */

	FUNCRIDSPLIT(directional_light)
	FUNCRIDSPLIT(omni_light)
	FUNCRIDSPLIT(spot_light)

	FUNC2(light_set_color, RID, const Color &)
	FUNC3(light_set_param, RID, LightParam, float)
	FUNC2(light_set_shadow, RID, bool)
	FUNC2(light_set_shadow_color, RID, const Color &)
	FUNC2(light_set_projector, RID, RID)
	FUNC2(light_set_negative, RID, bool)
	FUNC2(light_set_cull_mask, RID, uint32_t)
	FUNC2(light_set_reverse_cull_face_mode, RID, bool)
	FUNC2(light_set_bake_mode, RID, LightBakeMode)
	FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)

	FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)

	FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
	FUNC2(light_directional_set_blend_splits, RID, bool)
	FUNC2(light_directional_set_sky_only, RID, bool)

	/* PROBE API */

	FUNCRIDSPLIT(reflection_probe)

	FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
	FUNC2(reflection_probe_set_intensity, RID, float)
	FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
	FUNC2(reflection_probe_set_ambient_energy, RID, float)
	FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
	FUNC2(reflection_probe_set_max_distance, RID, float)
	FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
	FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
	FUNC2(reflection_probe_set_as_interior, RID, bool)
	FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
	FUNC2(reflection_probe_set_enable_shadows, RID, bool)
	FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
	FUNC2(reflection_probe_set_resolution, RID, int)
	FUNC2(reflection_probe_set_lod_threshold, RID, float)

	/* DECAL API */

	FUNCRIDSPLIT(decal)

	FUNC2(decal_set_extents, RID, const Vector3 &)
	FUNC3(decal_set_texture, RID, DecalTexture, RID)
	FUNC2(decal_set_emission_energy, RID, float)
	FUNC2(decal_set_albedo_mix, RID, float)
	FUNC2(decal_set_modulate, RID, const Color &)
	FUNC2(decal_set_cull_mask, RID, uint32_t)
	FUNC4(decal_set_distance_fade, RID, bool, float, float)
	FUNC3(decal_set_fade, RID, float, float)
	FUNC2(decal_set_normal_fade, RID, float)

	/* BAKED LIGHT API */

	FUNCRIDSPLIT(voxel_gi)

	FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)

	FUNC1RC(AABB, voxel_gi_get_bounds, RID)
	FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
	FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
	FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)

	FUNC2(voxel_gi_set_dynamic_range, RID, float)
	FUNC2(voxel_gi_set_propagation, RID, float)
	FUNC2(voxel_gi_set_energy, RID, float)
	FUNC2(voxel_gi_set_bias, RID, float)
	FUNC2(voxel_gi_set_normal_bias, RID, float)
	FUNC2(voxel_gi_set_interior, RID, bool)
	FUNC2(voxel_gi_set_use_two_bounces, RID, bool)

	/* LIGHTMAP */

	FUNCRIDSPLIT(lightmap)

	FUNC3(lightmap_set_textures, RID, RID, bool)
	FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
	FUNC2(lightmap_set_probe_interior, RID, bool)
	FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
	FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
	FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
	FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
	FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
	FUNC1(lightmap_set_probe_capture_update_speed, float)

	/* PARTICLES */

	FUNCRIDSPLIT(particles)

	FUNC2(particles_set_mode, RID, ParticlesMode)
	FUNC2(particles_set_emitting, RID, bool)
	FUNC1R(bool, particles_get_emitting, RID)
	FUNC2(particles_set_amount, RID, int)
	FUNC2(particles_set_lifetime, RID, double)
	FUNC2(particles_set_one_shot, RID, bool)
	FUNC2(particles_set_pre_process_time, RID, double)
	FUNC2(particles_set_explosiveness_ratio, RID, float)
	FUNC2(particles_set_randomness_ratio, RID, float)
	FUNC2(particles_set_custom_aabb, RID, const AABB &)
	FUNC2(particles_set_speed_scale, RID, double)
	FUNC2(particles_set_use_local_coordinates, RID, bool)
	FUNC2(particles_set_process_material, RID, RID)
	FUNC2(particles_set_fixed_fps, RID, int)
	FUNC2(particles_set_interpolate, RID, bool)
	FUNC2(particles_set_fractional_delta, RID, bool)
	FUNC1R(bool, particles_is_inactive, RID)
	FUNC3(particles_set_trails, RID, bool, float)
	FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)

	FUNC1(particles_request_process, RID)
	FUNC1(particles_restart, RID)
	FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
	FUNC2(particles_set_subemitter, RID, RID)
	FUNC2(particles_set_collision_base_size, RID, float)

	FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)

	FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)

	FUNC2(particles_set_draw_passes, RID, int)
	FUNC3(particles_set_draw_pass_mesh, RID, int, RID)

	FUNC1R(AABB, particles_get_current_aabb, RID)
	FUNC2(particles_set_emission_transform, RID, const Transform3D &)

	/* PARTICLES COLLISION */

	FUNCRIDSPLIT(particles_collision)

	FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
	FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
	FUNC2(particles_collision_set_sphere_radius, RID, real_t)
	FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
	FUNC2(particles_collision_set_attractor_strength, RID, real_t)
	FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
	FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
	FUNC2(particles_collision_set_field_texture, RID, RID)
	FUNC1(particles_collision_height_field_update, RID)
	FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)

	/* FOG VOLUME */

	FUNCRIDSPLIT(fog_volume)

	FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
	FUNC2(fog_volume_set_extents, RID, const Vector3 &)
	FUNC2(fog_volume_set_material, RID, RID)

	/* VISIBILITY_NOTIFIER */

	FUNCRIDSPLIT(visibility_notifier)
	FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
	FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)

#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererScene
#define server_name RSG::scene

	/* CAMERA API */

	FUNCRIDSPLIT(camera)
	FUNC4(camera_set_perspective, RID, float, float, float)
	FUNC4(camera_set_orthogonal, RID, float, float, float)
	FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
	FUNC2(camera_set_transform, RID, const Transform3D &)
	FUNC2(camera_set_cull_mask, RID, uint32_t)
	FUNC2(camera_set_environment, RID, RID)
	FUNC2(camera_set_camera_effects, RID, RID)
	FUNC2(camera_set_use_vertical_aspect, RID, bool)

	/* OCCLUDER */
	FUNCRIDSPLIT(occluder)
	FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)

#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererViewport
#define server_name RSG::viewport

	/* VIEWPORT TARGET API */

	FUNCRIDSPLIT(viewport)

	FUNC2(viewport_set_use_xr, RID, bool)
	FUNC3(viewport_set_size, RID, int, int)

	FUNC2(viewport_set_active, RID, bool)
	FUNC2(viewport_set_parent_viewport, RID, RID)

	FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)

	FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
	FUNC2(viewport_set_render_direct_to_screen, RID, bool)

	FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode)
	FUNC2(viewport_set_scaling_3d_scale, RID, float)
	FUNC2(viewport_set_fsr_sharpness, RID, float)
	FUNC2(viewport_set_fsr_mipmap_bias, RID, float)

	FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)

	FUNC1RC(RID, viewport_get_texture, RID)

	FUNC2(viewport_set_disable_2d, RID, bool)
	FUNC2(viewport_set_disable_environment, RID, bool)
	FUNC2(viewport_set_disable_3d, RID, bool)

	FUNC2(viewport_attach_camera, RID, RID)
	FUNC2(viewport_set_scenario, RID, RID)
	FUNC2(viewport_attach_canvas, RID, RID)

	FUNC2(viewport_remove_canvas, RID, RID)
	FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
	FUNC2(viewport_set_transparent_background, RID, bool)
	FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
	FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)

	FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
	FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)

	FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
	FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
	FUNC3(viewport_set_shadow_atlas_size, RID, int, bool)
	FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
	FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
	FUNC2(viewport_set_msaa, RID, ViewportMSAA)
	FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
	FUNC2(viewport_set_use_debanding, RID, bool)
	FUNC2(viewport_set_use_occlusion_culling, RID, bool)
	FUNC1(viewport_set_occlusion_rays_per_thread, int)
	FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
	FUNC2(viewport_set_lod_threshold, RID, float)

	FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
	FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)

	FUNC2(viewport_set_measure_render_time, RID, bool)
	FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
	FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)

	FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)

	/* ENVIRONMENT API */

#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererScene
#define server_name RSG::scene

	FUNC2(directional_shadow_atlas_set_size, int, bool)
	FUNC1(voxel_gi_set_quality, VoxelGIQuality)

	/* SKY API */

	FUNCRIDSPLIT(sky)
	FUNC2(sky_set_radiance_size, RID, int)
	FUNC2(sky_set_mode, RID, SkyMode)
	FUNC2(sky_set_material, RID, RID)
	FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)

	FUNCRIDSPLIT(environment)

	FUNC2(environment_set_background, RID, EnvironmentBG)
	FUNC2(environment_set_sky, RID, RID)
	FUNC2(environment_set_sky_custom_fov, RID, float)
	FUNC2(environment_set_sky_orientation, RID, const Basis &)
	FUNC2(environment_set_bg_color, RID, const Color &)
	FUNC2(environment_set_bg_energy, RID, float)
	FUNC2(environment_set_canvas_max_layer, RID, int)
	FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)

// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
	FUNC2(environment_set_camera_feed_id, RID, int)
#endif
	FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
	FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)

	FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
	FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)

	FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
	FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)

	FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
	FUNC1(environment_glow_set_use_bicubic_upscale, bool)
	FUNC1(environment_glow_set_use_high_quality, bool)

	FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)

	FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)

	FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
	FUNC13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)

	FUNC2(environment_set_volumetric_fog_volume_size, int, int)
	FUNC1(environment_set_volumetric_fog_filter_active, bool)

	FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
	FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
	FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
	FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)

	FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)

	FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
	FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
	FUNC2(sub_surface_scattering_set_scale, float, float)

	/* CAMERA EFFECTS */

	FUNCRIDSPLIT(camera_effects)

	FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
	FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)

	FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
	FUNC3(camera_effects_set_custom_exposure, RID, bool, float)

	FUNC1(shadows_quality_set, ShadowQuality);
	FUNC1(directional_shadow_quality_set, ShadowQuality);
	FUNC1(decals_set_filter, RS::DecalFilter);
	FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);

	/* SCENARIO API */

#undef server_name
#undef ServerName

#define ServerName RendererScene
#define server_name RSG::scene

	FUNCRIDSPLIT(scenario)

	FUNC2(scenario_set_environment, RID, RID)
	FUNC2(scenario_set_camera_effects, RID, RID)
	FUNC2(scenario_set_fallback_environment, RID, RID)

	/* INSTANCING API */
	FUNCRIDSPLIT(instance)

	FUNC2(instance_set_base, RID, RID)
	FUNC2(instance_set_scenario, RID, RID)
	FUNC2(instance_set_layer_mask, RID, uint32_t)
	FUNC2(instance_set_transform, RID, const Transform3D &)
	FUNC2(instance_attach_object_instance_id, RID, ObjectID)
	FUNC3(instance_set_blend_shape_weight, RID, int, float)
	FUNC3(instance_set_surface_override_material, RID, int, RID)
	FUNC2(instance_set_visible, RID, bool)

	FUNC2(instance_set_custom_aabb, RID, AABB)

	FUNC2(instance_attach_skeleton, RID, RID)

	FUNC2(instance_set_extra_visibility_margin, RID, real_t)
	FUNC2(instance_set_visibility_parent, RID, RID)

	FUNC2(instance_set_ignore_culling, RID, bool)

	// don't use these in a game!
	FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
	FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
	FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)

	FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
	FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
	FUNC2(instance_geometry_set_material_override, RID, RID)

	FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
	FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
	FUNC2(instance_geometry_set_lod_bias, RID, float)
	FUNC2(instance_geometry_set_transparency, RID, float)
	FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
	FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
	FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
	FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)

	FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)

	FUNC1(gi_set_use_half_resolution, bool)

#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererCanvasCull
#define server_name RSG::canvas

	/* CANVAS (2D) */

	FUNCRIDSPLIT(canvas)
	FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
	FUNC2(canvas_set_modulate, RID, const Color &)
	FUNC3(canvas_set_parent, RID, RID, float)
	FUNC1(canvas_set_disable_scale, bool)

	FUNCRIDSPLIT(canvas_texture)
	FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
	FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)

	FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
	FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)

	FUNCRIDSPLIT(canvas_item)
	FUNC2(canvas_item_set_parent, RID, RID)

	FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
	FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)

	FUNC2(canvas_item_set_visible, RID, bool)
	FUNC2(canvas_item_set_light_mask, RID, int)

	FUNC2(canvas_item_set_update_when_visible, RID, bool)

	FUNC2(canvas_item_set_transform, RID, const Transform2D &)
	FUNC2(canvas_item_set_clip, RID, bool)
	FUNC2(canvas_item_set_distance_field_mode, RID, bool)
	FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
	FUNC2(canvas_item_set_modulate, RID, const Color &)
	FUNC2(canvas_item_set_self_modulate, RID, const Color &)

	FUNC2(canvas_item_set_draw_behind_parent, RID, bool)

	FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
	FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
	FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
	FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
	FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
	FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
	FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
	FUNC7(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float)
	FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
	FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
	FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
	FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
	FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
	FUNC3(canvas_item_add_multimesh, RID, RID, RID)
	FUNC3(canvas_item_add_particles, RID, RID, RID)
	FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
	FUNC2(canvas_item_add_clip_ignore, RID, bool)
	FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)

	FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
	FUNC2(canvas_item_set_z_index, RID, int)
	FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
	FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
	FUNC2(canvas_item_attach_skeleton, RID, RID)

	FUNC1(canvas_item_clear, RID)
	FUNC2(canvas_item_set_draw_index, RID, int)

	FUNC2(canvas_item_set_material, RID, RID)

	FUNC2(canvas_item_set_use_parent_material, RID, bool)

	FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)

	FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)

	FUNCRIDSPLIT(canvas_light)

	FUNC2(canvas_light_set_mode, RID, CanvasLightMode)

	FUNC2(canvas_light_attach_to_canvas, RID, RID)
	FUNC2(canvas_light_set_enabled, RID, bool)
	FUNC2(canvas_light_set_texture_scale, RID, float)
	FUNC2(canvas_light_set_transform, RID, const Transform2D &)
	FUNC2(canvas_light_set_texture, RID, RID)
	FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
	FUNC2(canvas_light_set_color, RID, const Color &)
	FUNC2(canvas_light_set_height, RID, float)
	FUNC2(canvas_light_set_energy, RID, float)
	FUNC3(canvas_light_set_z_range, RID, int, int)
	FUNC3(canvas_light_set_layer_range, RID, int, int)
	FUNC2(canvas_light_set_item_cull_mask, RID, int)
	FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
	FUNC2(canvas_light_set_directional_distance, RID, float)

	FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)

	FUNC2(canvas_light_set_shadow_enabled, RID, bool)
	FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
	FUNC2(canvas_light_set_shadow_color, RID, const Color &)
	FUNC2(canvas_light_set_shadow_smooth, RID, float)

	FUNCRIDSPLIT(canvas_light_occluder)
	FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
	FUNC2(canvas_light_occluder_set_enabled, RID, bool)
	FUNC2(canvas_light_occluder_set_polygon, RID, RID)
	FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
	FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
	FUNC2(canvas_light_occluder_set_light_mask, RID, int)

	FUNCRIDSPLIT(canvas_occluder_polygon)
	FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)

	FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)

	FUNC1(canvas_set_shadow_texture_size, int)

	/* GLOBAL VARIABLES */

#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererStorage
#define server_name RSG::storage

	FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
	FUNC1(global_variable_remove, const StringName &)
	FUNC0RC(Vector<StringName>, global_variable_get_list)
	FUNC2(global_variable_set, const StringName &, const Variant &)
	FUNC2(global_variable_set_override, const StringName &, const Variant &)
	FUNC1RC(GlobalVariableType, global_variable_get_type, const StringName &)
	FUNC1RC(Variant, global_variable_get, const StringName &)

	FUNC1(global_variables_load_settings, bool)
	FUNC0(global_variables_clear)

#undef server_name
#undef ServerName
#undef WRITE_ACTION
#undef SYNC_DEBUG

	/* FREE */

	virtual void free(RID p_rid) override {
		if (Thread::get_caller_id() == server_thread) {
			command_queue.flush_if_pending();
			_free(p_rid);
		} else {
			command_queue.push(this, &RenderingServerDefault::_free, p_rid);
		}
	}

	/* EVENT QUEUING */

	virtual void request_frame_drawn_callback(const Callable &p_callable) override;

	virtual void draw(bool p_swap_buffers, double frame_step) override;
	virtual void sync() override;
	virtual bool has_changed() const override;
	virtual void init() override;
	virtual void finish() override;

	/* STATUS INFORMATION */

	virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
	virtual String get_video_adapter_name() const override;
	virtual String get_video_adapter_vendor() const override;

	virtual void set_frame_profiling_enabled(bool p_enable) override;
	virtual Vector<FrameProfileArea> get_frame_profile() override;
	virtual uint64_t get_frame_profile_frame() override;

	virtual RID get_test_cube() override;

	/* TESTING */

	virtual double get_frame_setup_time_cpu() const override;

	virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override;
	virtual void set_default_clear_color(const Color &p_color) override;

	virtual bool has_feature(Features p_feature) const override;

	virtual bool has_os_feature(const String &p_feature) const override;
	virtual void set_debug_generate_wireframes(bool p_generate) override;

	virtual bool is_low_end() const override;

	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;

	virtual void set_print_gpu_profile(bool p_enable) override;

	RenderingServerDefault(bool p_create_thread = false);
	~RenderingServerDefault();
};

#endif