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
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
/**************************************************************************/
/*  rasterizer_storage_gles3.h                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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_GLES3_H
#define RASTERIZER_STORAGE_GLES3_H

#include "core/bitfield_dynamic.h"
#include "core/self_list.h"
#include "drivers/gles_common/rasterizer_asserts.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
#include "shader_cache_gles3.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"

template <class K>
class ThreadedCallableQueue;
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);

#define WRAPPED_GL_ACTIVE_TEXTURE storage->gl_wrapper.gl_active_texture

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 use_lightmap_filter_bicubic;
		bool use_physical_light_attenuation;

		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 support_npot_repeat_mipmap;
		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;
		static const int32_t max_desired_texture_image_units = 64;
		int max_texture_size;
		int max_cubemap_texture_size;

		bool generate_wireframes;

		bool use_texture_array_environment;

		Set<String> extensions;

		bool keep_original_textures;

		bool use_depth_prepass;
		bool force_vertex_shading;

		// in some cases the legacy render didn't orphan. We will mark these
		// so the user can switch orphaning off for them.
		bool should_orphan;

		bool program_binary_supported;
		bool parallel_shader_compile_supported;
		bool async_compilation_enabled;
		bool shader_cache_enabled;
	} config;

	mutable struct Shaders {
		CopyShaderGLES3 copy;

		ShaderCompilerGLES3 compiler;
		ShaderCacheGLES3 *cache;
		ThreadedCallableQueue<GLuint> *cache_write_queue;
		ThreadedCallableQueue<GLuint> *compile_queue;

		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 transparent_tex;
		GLuint normal_tex;
		GLuint aniso_tex;
		GLuint depth_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 shader_compiles_started_count;
			uint32_t shader_compiles_in_progress_count;
			uint32_t vertices_count;
			uint32_t _2d_item_count;
			uint32_t _2d_draw_call_count;

			void reset() {
				object_count = 0;
				draw_call_count = 0;
				material_switch_count = 0;
				surface_switch_count = 0;
				shader_rebind_count = 0;
				shader_compiles_started_count = 0;
				shader_compiles_in_progress_count = 0;
				vertices_count = 0;
				_2d_item_count = 0;
				_2d_draw_call_count = 0;
			}
		} render, render_final, snap;

		Info() {<--- Member variable 'Info::snap' is not initialized in the constructor.
			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() {}<--- Virtual function in base class

		Geometry() {<--- Member variable 'Geometry::type' is not initialized in the constructor.
			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 is_npot_repeat_mipmap;

		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() :<--- Member variable 'Texture::depth' is not initialized in the constructor.<--- Member variable 'Texture::alloc_width' is not initialized in the constructor.<--- Member variable 'Texture::alloc_height' is not initialized in the constructor.<--- Member variable 'Texture::alloc_depth' is not initialized in the constructor.<--- Member variable 'Texture::is_npot_repeat_mipmap' is not initialized in the constructor.
				proxy(nullptr),
				flags(0),
				width(0),
				height(0),
				format(Image::FORMAT_L8),
				type(VS::TEXTURE_TYPE_2D),
				target(GL_TEXTURE_2D),
				data_size(0),
				compressed(false),
				srgb(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(nullptr),
				detect_3d(nullptr),
				detect_3d_ud(nullptr),
				detect_srgb(nullptr),
				detect_srgb_ud(nullptr),
				detect_normal(nullptr),
				detect_normal_ud(nullptr) {
		}

		_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 = nullptr;
			}

			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 &r_srgb, bool p_force_decompress) 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_bind(RID p_texture, uint32_t p_texture_no);

	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;
		GLuint irradiance;
		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;

			// these flags are specifically for batching
			// some of the logic is thus in rasterizer_storage.cpp
			// we could alternatively set bitflags for each 'uses' and test on the fly
			// defined in RasterizerStorageCommon::BatchFlags
			unsigned int batch_flags;

			bool uses_screen_texture;
			bool uses_screen_uv;
			bool uses_time;
			bool uses_modulate;
			bool uses_color;
			bool uses_vertex;

			// all these should disable item joining if used in a custom shader
			bool uses_world_matrix;
			bool uses_extra_matrix;
			bool uses_projection_matrix;
			bool uses_instance_custom;

		} 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 uses_tangent;
			bool uses_ensure_correct_normals;
			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() :<--- Member variable 'Shader::texture_count' is not initialized in the constructor.<--- Member variable 'Shader::canvas_item' is not initialized in the constructor.<--- Member variable 'Shader::spatial' is not initialized in the constructor.<--- Member variable 'Shader::uses_vertex_time' is not initialized in the constructor.<--- Member variable 'Shader::uses_fragment_time' is not initialized in the constructor.
				dirty_list(this) {
			shader = nullptr;
			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;

	virtual void shader_add_custom_define(RID p_shader, const String &p_define);
	virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
	virtual void shader_remove_custom_define(RID p_shader, const String &p_define);

	virtual void set_shader_async_hidden_forbidden(bool p_forbidden);
	virtual bool is_shader_async_hidden_forbidden();

	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() :<--- Member variable 'Material::index' is not initialized in the constructor.
				shader(nullptr),
				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 bool material_uses_tangents(RID p_material);
	virtual bool material_uses_ensure_correct_normals(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() {<--- Function in derived class
			mesh->instance_change_notify(false, true);
			mesh->update_multimeshes();
		}

		int total_data_size;

		Surface() :<--- Member variable 'Surface::attribs' is not initialized in the constructor.<--- Member variable 'Surface::max_bone' is not initialized in the constructor.
				mesh(nullptr),
				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;
		PoolRealArray blend_shape_values;
		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_set_blend_shape_values(RID p_mesh, PoolVector<float> p_values);
	virtual PoolVector<float> mesh_get_blend_shape_values(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;

		MMInterpolator interpolator;
		LocalVector<RID> linked_canvas_items;

		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_custom_data);

	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;
	virtual MMInterpolator *_multimesh_get_interpolator(RID p_multimesh) const;
	virtual void multimesh_attach_canvas_item(RID p_multimesh, RID p_canvas_item, bool p_attach);

	/* 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() {<--- Member variable 'Immediate::mask' is not initialized in the constructor.
			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_primitive, 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;
		uint32_t revision;
		Vector<float> skel_texture;
		GLuint texture;
		SelfList<Skeleton> update_list;
		Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton

		Transform2D base_transform_2d;
		LocalVector<RID> linked_canvas_items;

		Skeleton() :
				use_2d(false),
				size(0),
				revision(1),
				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);
	virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
	virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach);

	/* 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;
		VS::LightBakeMode bake_mode;
		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_set_use_gi(RID p_light, bool p_enabled);
	virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode);

	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 bool light_get_use_gi(RID p_light);
	virtual VS::LightBakeMode light_get_bake_mode(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() {<--- Member variable 'GIProbeData::width' is not initialized in the constructor.<--- Member variable 'GIProbeData::height' is not initialized in the constructor.<--- Member variable 'GIProbeData::depth' is not initialized in the constructor.<--- Member variable 'GIProbeData::levels' is not initialized in the constructor.
		}
	};

	mutable RID_Owner<GIProbeData> gi_probe_data_owner;

	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 void lightmap_capture_set_interior(RID p_capture, bool p_interior);
	virtual bool lightmap_capture_is_interior(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;
		bool interior;

		SelfList<LightmapCapture> update_list;

		LightmapCapture() :
				update_list(this) {
			energy = 1.0;
			cell_subdiv = 1;
			interior = false;
		}
	};

	SelfList<LightmapCapture>::List capture_update_list;

	void update_dirty_captures();

	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() :<--- Member variable 'Particles::particle_valid_histories' is not initialized in the constructor.<--- Member variable 'Particles::phase' is not initialized in the constructor.<--- Member variable 'Particles::prev_phase' is not initialized in the constructor.
				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 = 0;
					int width = 0;
					int height = 0;
				};

				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;

		// External FBO to render our final result to (mostly used for ARVR)
		struct External {
			GLuint fbo;
			GLuint color;
			GLuint depth;

			External() :
					fbo(0),
					color(0),
					depth(0) {
			}
		} external;

		uint64_t last_exposure_tick;

		int width, height;

		bool flags[RENDER_TARGET_FLAG_MAX];

		bool used_in_frame;
		VS::ViewportMSAA msaa;
		bool use_fxaa;
		bool use_debanding;
		float sharpen_intensity;

		RID texture;

		RenderTarget() :
				fbo(0),
				depth(0),
				last_exposure_tick(0),
				width(0),
				height(0),
				used_in_frame(false),
				msaa(VS::VIEWPORT_MSAA_DISABLED),
				use_fxaa(false),
				use_debanding(false),
				sharpen_intensity(0.0) {
			exposure.fbo = 0;
			buffers.fbo = 0;
			external.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_position(RID p_render_target, int p_x, int p_y);
	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 uint32_t render_target_get_depth_texture_id(RID p_render_target) const;
	virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id);

	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);
	virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
	virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
	virtual void render_target_set_sharpen_intensity(RID p_render_target, float p_intensity);

	/* 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;
		float time[4];
		float delta;
		uint64_t count;
	} frame;

	struct GLWrapper {
		mutable BitFieldDynamic texture_unit_table;
		mutable LocalVector<uint32_t> texture_units_bound;

		void gl_active_texture(GLenum p_texture) const {
			::glActiveTexture(p_texture);

			p_texture -= GL_TEXTURE0;

			// Check for below zero and above max in one check.
			ERR_FAIL_COND((unsigned int)p_texture >= texture_unit_table.get_num_bits());

			// Set if the first occurrence in the table.
			if (texture_unit_table.check_and_set(p_texture)) {
				texture_units_bound.push_back(p_texture);
			}
		}
		void initialize(int p_max_texture_image_units);
		void reset();
	} gl_wrapper;

	void initialize();
	void finalize();

	static int32_t safe_gl_get_integer(unsigned int p_gl_param_name, int32_t p_max_accepted = INT32_MAX);

	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 uint64_t get_render_info(VS::RenderInfo p_info);
	virtual String get_video_adapter_name() const;
	virtual String get_video_adapter_vendor() const;

	// NOTE : THESE SIZES ARE IN BYTES. BUFFER SIZES MAY NOT BE SPECIFIED IN BYTES SO REMEMBER TO CONVERT THEM WHEN CALLING.
	void buffer_orphan_and_upload(unsigned int p_buffer_size_bytes, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
	bool safe_buffer_sub_data(unsigned int p_total_buffer_size_bytes, GLenum p_target, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, unsigned int &r_offset_after_bytes) const;

	RasterizerStorageGLES3();
	~RasterizerStorageGLES3();
};

inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size_bytes, GLenum p_target, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, unsigned int &r_offset_after_bytes) const {
	r_offset_after_bytes = p_offset_bytes + p_data_size_bytes;
#ifdef DEBUG_ENABLED
	// we are trying to write across the edge of the buffer
	if (r_offset_after_bytes > p_total_buffer_size_bytes) {
		return false;
	}
#endif
	glBufferSubData(p_target, p_offset_bytes, p_data_size_bytes, p_data);
	return true;
}

// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
// bugs causing pipeline stalls
// NOTE : THESE SIZES ARE IN BYTES. BUFFER SIZES MAY NOT BE SPECIFIED IN BYTES SO REMEMBER TO CONVERT THEM WHEN CALLING.
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size_bytes, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
	if (!p_optional_orphan || (config.should_orphan)) {
		glBufferData(p_target, p_buffer_size_bytes, nullptr, p_usage);
#ifdef RASTERIZER_EXTRA_CHECKS
		// fill with garbage off the end of the array
		if (p_buffer_size_bytes) {
			unsigned int start = p_offset_bytes + p_data_size_bytes;
			unsigned int end = start + 1024;
			if (end < p_buffer_size) {
				uint8_t *garbage = (uint8_t *)alloca(1024);
				for (int n = 0; n < 1024; n++) {
					garbage[n] = Math::random(0, 255);
				}
				glBufferSubData(p_target, start, 1024, garbage);
			}
		}
#endif
	}
	ERR_FAIL_COND((p_offset_bytes + p_data_size_bytes) > p_buffer_size_bytes);
	glBufferSubData(p_target, p_offset_bytes, p_data_size_bytes, p_data);
}

#endif // RASTERIZER_STORAGE_GLES3_H