summaryrefslogtreecommitdiff
path: root/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
blob: 48097ffaac405d69c55f9d8d204af123d472772f (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
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
/*************************************************************************/
/*  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).   */
/*                                                                       */
/* 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 RASTERIZER_STORAGE_RD_H
#define RASTERIZER_STORAGE_RD_H

#include "core/rid_owner.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/rasterizer_rd/rasterizer_effects_rd.h"
#include "servers/visual/rasterizer_rd/shader_compiler_rd.h"
#include "servers/visual/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
#include "servers/visual/rendering_device.h"

class RasterizerStorageRD : public RasterizerStorage {
public:
	enum ShaderType {
		SHADER_TYPE_2D,
		SHADER_TYPE_3D,
		SHADER_TYPE_PARTICLES,
		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 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() {}
	};
	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_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;

		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;

		VS::TextureDetectCallback detect_3d_callback = nullptr;
		void *detect_3d_callback_ud = nullptr;

		VS::TextureDetectCallback detect_normal_callback = nullptr;
		void *detect_normal_callback_ud = nullptr;

		VS::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[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];

	/* 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 {
			VS::PrimitiveType primitive;
			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;
				RD::VertexFormatID vertex_format;
				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;
				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;
		VS::BlendShapeMode blend_shape_mode = VS::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;
		VS::MultimeshTransformFormat xform_format = VS::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 {

		VS::LightType type;
		float param[VS::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;
		bool use_gi = true;
		uint32_t cull_mask = 0xFFFFFFFF;
		VS::LightOmniShadowMode omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
		VS::LightDirectionalShadowMode directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
		VS::LightDirectionalShadowDepthRangeMode directional_range_mode = VS::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 {

		VS::ReflectionProbeUpdateMode update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
		int resolution = 256;
		float intensity = 1.0;
		Color interior_ambient;
		float interior_ambient_energy = 1.0;
		float interior_ambient_probe_contrib = 0.0;
		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;

	/* 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;

	/* RENDER TARGET */

	struct RenderTarget {

		Size2i size;
		RID framebuffer;
		RID color;

		//used for retrieving from CPU
		RD::DataFormat color_format;
		RD::DataFormat color_format_srgb;
		Image::Format image_format;

		bool flags[RENDER_TARGET_FLAG_MAX];

		RID backbuffer; //used for effects
		RID backbuffer_fb;

		struct BackbufferMipmap {
			RID mipmap;
			RID mipmap_fb;
			RID mipmap_copy;
			RID mipmap_copy_fb;
		};

		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);

	/* 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, VS::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();
	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, VS::TextureDetectCallback p_callback, void *p_userdata);
	virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata);
	virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata);

	virtual void texture_debug_usage(List<VS::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);

	//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(VS::CanvasItemTextureFilter p_filter, VS::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_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 NULL;
		} else {
			return material->data;
		}
	}

	/* MESH API */

	virtual RID mesh_create();

	/// Return stride
	virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface);

	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 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 VS::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, NULL);
		r_surface_count = mesh->surface_count;
		if (r_surface_count == 0) {
			return NULL;
		}
		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_ VS::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, VS::PRIMITIVE_MAX);
		ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, VS::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, VS::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_ VS::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, VS::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(VS::LightType p_type);

	RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
	RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
	RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }

	void light_set_color(RID p_light, const Color &p_color);
	void light_set_param(RID p_light, VS::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_use_gi(RID p_light, bool p_enabled);

	void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);

	void light_directional_set_shadow_mode(RID p_light, VS::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, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
	VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;

	VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
	VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);

	_FORCE_INLINE_ VS::LightType light_get_type(RID p_light) const {
		const Light *light = light_owner.getornull(p_light);
		ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);

		return light->type;
	}
	AABB light_get_aabb(RID p_light) const;

	_FORCE_INLINE_ float light_get_param(RID p_light, VS::LightParam p_param) {

		const Light *light = light_owner.getornull(p_light);
		ERR_FAIL_COND_V(!light, 0);

		return light->param[p_param];
	}

	_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, VS::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, VS::LIGHT_DIRECTIONAL);

		return light->negative;
	}

	bool light_get_use_gi(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, VS::ReflectionProbeUpdateMode p_mode);
	void reflection_probe_set_intensity(RID p_probe, float p_intensity);
	void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
	void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
	void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
	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;
	VS::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;
	Color reflection_probe_get_interior_ambient(RID p_probe) const;
	float reflection_probe_get_interior_ambient_energy(RID p_probe) const;
	float reflection_probe_get_interior_ambient_probe_contribution(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);

	/* 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 */

	void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {}
	AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); }
	void lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree) {}
	RID lightmap_capture_create() {
		return RID();
	}
	Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
		return Vector<uint8_t>();
	}
	void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {}
	Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); }
	void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {}
	int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; }
	void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
	float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
	const Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
		return NULL;
	}

	/* 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, VS::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; }

	/* 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);

	VS::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(VS::RenderInfo p_info) { return 0; }

	int get_render_info(VS::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 RasterizerStorage *base_singleton;

	RasterizerEffectsRD *get_effects();

	RasterizerStorageRD();
	~RasterizerStorageRD();
};

#endif // RASTERIZER_STORAGE_RD_H