/*************************************************************************/
/*  renderer_scene_render_forward.cpp                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/* 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   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/*************************************************************************/

#include "renderer_scene_render_forward.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"

/* SCENE SHADER */
void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
	//compile

	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	uses_screen_texture = false;

	if (code == String()) {
		return; //just invalid, but no error
	}

	ShaderCompilerRD::GeneratedCode gen_code;

	int blend_mode = BLEND_MODE_MIX;
	int depth_testi = DEPTH_TEST_ENABLED;
	int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
	int cull = CULL_BACK;

	uses_point_size = false;
	uses_alpha = false;
	uses_blend_alpha = false;
	uses_depth_pre_pass = false;
	uses_discard = false;
	uses_roughness = false;
	uses_normal = false;
	bool wireframe = false;

	unshaded = false;
	uses_vertex = false;
	uses_sss = false;
	uses_transmittance = false;
	uses_screen_texture = false;
	uses_depth_texture = false;
	uses_normal_texture = false;
	uses_time = false;
	writes_modelview_or_projection = false;
	uses_world_coordinates = false;

	int depth_drawi = DEPTH_DRAW_OPAQUE;

	ShaderCompilerRD::IdentifierActions actions;

	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
	actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
	actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);

	actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
	actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);

	actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
	actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
	actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);

	actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);

	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);

	actions.render_mode_flags["unshaded"] = &unshaded;
	actions.render_mode_flags["wireframe"] = &wireframe;

	actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
	actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;

	actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
	actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;

	actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
	actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
	actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
	actions.usage_flag_pointers["DISCARD"] = &uses_discard;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
	actions.usage_flag_pointers["NORMAL"] = &uses_normal;
	actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;

	actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
	actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;

	actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
	actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
	actions.write_flag_pointers["VERTEX"] = &uses_vertex;

	actions.uniforms = &uniforms;

	RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;

	Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);

	ERR_FAIL_COND(err != OK);

	if (version.is_null()) {
		version = scene_singleton->shader.scene_shader.version_create();
	}

	depth_draw = DepthDraw(depth_drawi);
	depth_test = DepthTest(depth_testi);

#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");
	for (int i = 0; i < gen_code.defines.size(); i++) {
		print_line(gen_code.defines[i]);
	}
	print_line("\n**uniforms:\n" + gen_code.uniforms);
	print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
	print_line("\n**vertex_code:\n" + gen_code.vertex);
	print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
	print_line("\n**fragment_code:\n" + gen_code.fragment);
	print_line("\n**light_code:\n" + gen_code.light);
#endif
	scene_singleton->shader.scene_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
	ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));

	ubo_size = gen_code.uniform_total_size;
	ubo_offsets = gen_code.uniform_offsets;
	texture_uniforms = gen_code.texture_uniforms;

	//blend modes

	// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
		blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
	}

	RD::PipelineColorBlendState::Attachment blend_attachment;

	switch (blend_mode) {
		case BLEND_MODE_MIX: {
			blend_attachment.enable_blend = true;
			blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
			blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
			blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;

		} break;
		case BLEND_MODE_ADD: {
			blend_attachment.enable_blend = true;
			blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
			blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
			uses_blend_alpha = true; //force alpha used because of blend

		} break;
		case BLEND_MODE_SUB: {
			blend_attachment.enable_blend = true;
			blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
			blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
			blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
			blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
			uses_blend_alpha = true; //force alpha used because of blend

		} break;
		case BLEND_MODE_MUL: {
			blend_attachment.enable_blend = true;
			blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
			blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
			blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
			blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
			uses_blend_alpha = true; //force alpha used because of blend
		} break;
		case BLEND_MODE_ALPHA_TO_COVERAGE: {
			blend_attachment.enable_blend = true;
			blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
			blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
			blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
			blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
		}
	}

	RD::PipelineColorBlendState blend_state_blend;
	blend_state_blend.attachments.push_back(blend_attachment);
	RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
	RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
	RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
	RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);

	//update pipelines

	RD::PipelineDepthStencilState depth_stencil_state;

	if (depth_test != DEPTH_TEST_DISABLED) {
		depth_stencil_state.enable_depth_test = true;
		depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
		depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
	}

	for (int i = 0; i < CULL_VARIANT_MAX; i++) {
		RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
			{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
			{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
			{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
		};

		RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];

		for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
			RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
				RD::RENDER_PRIMITIVE_POINTS,
				RD::RENDER_PRIMITIVE_LINES,
				RD::RENDER_PRIMITIVE_LINESTRIPS,
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
			};

			RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];

			for (int k = 0; k < SHADER_VERSION_MAX; k++) {
				if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
					continue;
				}
				RD::PipelineRasterizationState raster_state;
				raster_state.cull_mode = cull_mode_rd;
				raster_state.wireframe = wireframe;

				RD::PipelineColorBlendState blend_state;
				RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
				RD::PipelineMultisampleState multisample_state;

				if (uses_alpha || uses_blend_alpha) {
					// only allow these flags to go through if we have some form of msaa
					if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
						multisample_state.enable_alpha_to_coverage = true;
					} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
						multisample_state.enable_alpha_to_coverage = true;
						multisample_state.enable_alpha_to_one = true;
					}

					if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
						blend_state = blend_state_blend;
						if (depth_draw == DEPTH_DRAW_OPAQUE) {
							depth_stencil.enable_depth_write = false; //alpha does not draw depth
						}
					} else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
						if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
							//none, blend state contains nothing
						} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
							blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
						} else {
							blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
						}
					} else {
						pipelines[i][j][k].clear();
						continue; // do not use this version (will error if using it is attempted)
					}
				} else {
					if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
						blend_state = blend_state_opaque;
					} else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
						//none, leave empty
					} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
						blend_state = blend_state_depth_normal_roughness;
					} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
						blend_state = blend_state_depth_normal_roughness_giprobe;
					} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
						blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
					} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
						blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
					} else {
						//specular write
						blend_state = blend_state_opaque_specular;
						depth_stencil.enable_depth_test = false;
						depth_stencil.enable_depth_write = false;
					}
				}

				RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
				pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
			}
		}
	}

	valid = true;
}

void RendererSceneRenderForward::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
	if (!p_texture.is_valid()) {
		default_texture_params.erase(p_name);
	} else {
		default_texture_params[p_name] = p_texture;
	}
}

void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
	Map<int, StringName> order;

	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
		if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
			continue;
		}

		if (E->get().texture_order >= 0) {
			order[E->get().texture_order + 100000] = E->key();
		} else {
			order[E->get().order] = E->key();
		}
	}

	for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
		pi.name = E->get();
		p_param_list->push_back(pi);
	}
}

void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
		if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
			continue;
		}

		RendererStorage::InstanceShaderParam p;
		p.info = ShaderLanguage::uniform_to_property_info(E->get());
		p.info.name = E->key(); //supply name
		p.index = E->get().instance_index;
		p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
		p_param_list->push_back(p);
	}
}

bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const {
	if (!uniforms.has(p_param)) {
		return false;
	}

	return uniforms[p_param].texture_order >= 0;
}

bool RendererSceneRenderForward::ShaderData::is_animated() const {
	return false;
}

bool RendererSceneRenderForward::ShaderData::casts_shadows() const {
	return false;
}

Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const {
	if (uniforms.has(p_parameter)) {
		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
	}
	return Variant();
}

RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const {
	RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;

	return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
}

RendererSceneRenderForward::ShaderData::ShaderData() {
	valid = false;
	uses_screen_texture = false;
}

RendererSceneRenderForward::ShaderData::~ShaderData() {
	RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
	ERR_FAIL_COND(!scene_singleton);
	//pipeline variants will clear themselves if shader is gone
	if (version.is_valid()) {
		scene_singleton->shader.scene_shader.version_free(version);
	}
}

RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() {
	ShaderData *shader_data = memnew(ShaderData);
	return shader_data;
}

void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) {
	priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}

void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) {
	next_pass = p_pass;
}

void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;

	if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
		p_uniform_dirty = true;
		if (uniform_buffer.is_valid()) {
			RD::get_singleton()->free(uniform_buffer);
			uniform_buffer = RID();
		}

		ubo_data.resize(shader_data->ubo_size);
		if (ubo_data.size()) {
			uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
			memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
		}

		//clear previous uniform set
		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
			RD::get_singleton()->free(uniform_set);
			uniform_set = RID();
		}
	}

	//check whether buffer changed
	if (p_uniform_dirty && ubo_data.size()) {
		update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
		RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
	}

	uint32_t tex_uniform_count = shader_data->texture_uniforms.size();

	if ((uint32_t)texture_cache.size() != tex_uniform_count) {
		texture_cache.resize(tex_uniform_count);
		p_textures_dirty = true;

		//clear previous uniform set
		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
			RD::get_singleton()->free(uniform_set);
			uniform_set = RID();
		}
	}

	if (p_textures_dirty && tex_uniform_count) {
		update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
	}

	if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
		// This material does not require an uniform set, so don't create it.
		return;
	}

	if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
		//no reason to update uniform set, only UBO (or nothing) was needed to update
		return;
	}

	Vector<RD::Uniform> uniforms;

	{
		if (shader_data->ubo_size) {
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.binding = 0;
			u.ids.push_back(uniform_buffer);
			uniforms.push_back(u);
		}

		const RID *textures = texture_cache.ptrw();
		for (uint32_t i = 0; i < tex_uniform_count; i++) {
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			u.binding = 1 + i;
			u.ids.push_back(textures[i]);
			uniforms.push_back(u);
		}
	}

	uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}

RendererSceneRenderForward::MaterialData::~MaterialData() {
	if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
		RD::get_singleton()->free(uniform_set);
	}

	if (uniform_buffer.is_valid()) {
		RD::get_singleton()->free(uniform_buffer);
	}
}

RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_func(ShaderData *p_shader) {
	MaterialData *material_data = memnew(MaterialData);
	material_data->shader_data = p_shader;
	material_data->last_frame = false;
	//update will happen later anyway so do nothing.
	return material_data;
}

RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() {
	clear();
}

void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
	if (!specular.is_valid()) {
		RD::TextureFormat tf;
		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
		tf.width = width;
		tf.height = height;
		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
		if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
			tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
		} else {
			tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
		}

		specular = RD::get_singleton()->texture_create(tf, RD::TextureView());

		if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
			{
				Vector<RID> fb;
				fb.push_back(color);
				fb.push_back(specular);
				fb.push_back(depth);

				color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
			}
			{
				Vector<RID> fb;
				fb.push_back(specular);

				specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
			}

		} else {
			tf.samples = texture_samples;
			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
			specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());

			{
				Vector<RID> fb;
				fb.push_back(color_msaa);
				fb.push_back(specular_msaa);
				fb.push_back(depth_msaa);

				color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
			}
			{
				Vector<RID> fb;
				fb.push_back(specular_msaa);

				specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
			}
		}
	}
}

void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
	if (!giprobe_buffer.is_valid()) {
		RD::TextureFormat tf;
		tf.format = RD::DATA_FORMAT_R8G8_UINT;
		tf.width = width;
		tf.height = height;
		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;

		if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
			RD::TextureFormat tf_aa = tf;
			tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
			tf_aa.samples = texture_samples;
			giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
		} else {
			tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
		}

		tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;

		giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());

		Vector<RID> fb;
		if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
			fb.push_back(depth_msaa);
			fb.push_back(normal_roughness_buffer_msaa);
			fb.push_back(giprobe_buffer_msaa);
		} else {
			fb.push_back(depth);
			fb.push_back(normal_roughness_buffer);
			fb.push_back(giprobe_buffer);
		}

		depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
	}
}

void RendererSceneRenderForward::RenderBufferDataForward::clear() {
	if (giprobe_buffer != RID()) {
		RD::get_singleton()->free(giprobe_buffer);
		giprobe_buffer = RID();

		if (giprobe_buffer_msaa.is_valid()) {
			RD::get_singleton()->free(giprobe_buffer_msaa);
			giprobe_buffer_msaa = RID();
		}

		depth_normal_roughness_giprobe_fb = RID();
	}

	if (color_msaa.is_valid()) {
		RD::get_singleton()->free(color_msaa);
		color_msaa = RID();
	}

	if (depth_msaa.is_valid()) {
		RD::get_singleton()->free(depth_msaa);
		depth_msaa = RID();
	}

	if (specular.is_valid()) {
		if (specular_msaa.is_valid()) {
			RD::get_singleton()->free(specular_msaa);
			specular_msaa = RID();
		}
		RD::get_singleton()->free(specular);
		specular = RID();
	}

	color = RID();
	depth = RID();
	color_specular_fb = RID();
	specular_only_fb = RID();
	color_fb = RID();
	depth_fb = RID();

	if (normal_roughness_buffer.is_valid()) {
		RD::get_singleton()->free(normal_roughness_buffer);
		if (normal_roughness_buffer_msaa.is_valid()) {
			RD::get_singleton()->free(normal_roughness_buffer_msaa);
			normal_roughness_buffer_msaa = RID();
		}
		normal_roughness_buffer = RID();
		depth_normal_roughness_fb = RID();
	}

	if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
		RD::get_singleton()->free(render_sdfgi_uniform_set);
	}
}

void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
	clear();

	msaa = p_msaa;

	width = p_width;
	height = p_height;

	color = p_color_buffer;
	depth = p_depth_buffer;

	if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
		{
			Vector<RID> fb;
			fb.push_back(p_color_buffer);
			fb.push_back(depth);

			color_fb = RD::get_singleton()->framebuffer_create(fb);
		}
		{
			Vector<RID> fb;
			fb.push_back(depth);

			depth_fb = RD::get_singleton()->framebuffer_create(fb);
		}
	} else {
		RD::TextureFormat tf;
		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
		tf.width = p_width;
		tf.height = p_height;
		tf.texture_type = RD::TEXTURE_TYPE_2D;
		tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;

		RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
			RD::TEXTURE_SAMPLES_1,
			RD::TEXTURE_SAMPLES_2,
			RD::TEXTURE_SAMPLES_4,
			RD::TEXTURE_SAMPLES_8,
			RD::TEXTURE_SAMPLES_16
		};

		texture_samples = ts[p_msaa];
		tf.samples = texture_samples;

		color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());

		tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
		tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;

		depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());

		{
			Vector<RID> fb;
			fb.push_back(color_msaa);
			fb.push_back(depth_msaa);

			color_fb = RD::get_singleton()->framebuffer_create(fb);
		}
		{
			Vector<RID> fb;
			fb.push_back(depth_msaa);

			depth_fb = RD::get_singleton()->framebuffer_create(fb);
		}
	}
}

void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
	if (rb->normal_roughness_buffer.is_valid()) {
		return;
	}

	RD::TextureFormat tf;
	tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
	tf.width = rb->width;
	tf.height = rb->height;
	tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;

	if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
		tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
	} else {
		tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
	}

	rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());

	if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
		Vector<RID> fb;
		fb.push_back(rb->depth);
		fb.push_back(rb->normal_roughness_buffer);
		rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
	} else {
		tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
		tf.samples = rb->texture_samples;
		rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());

		Vector<RID> fb;
		fb.push_back(rb->depth_msaa);
		fb.push_back(rb->normal_roughness_buffer_msaa);
		rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
	}

	_render_buffers_clear_uniform_set(rb);
}

RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() {
	return memnew(RenderBufferDataForward);
}

bool RendererSceneRenderForward::free(RID p_rid) {
	if (RendererSceneRenderRD::free(p_rid)) {
		return true;
	}
	return false;
}

/// RENDERING ///

template <RendererSceneRenderForward::PassMode p_pass_mode>
void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
	RD::DrawListID draw_list = p_draw_list;
	RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;

	//global scope bindings
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);

	RID prev_material_uniform_set;

	RID prev_vertex_array_rd;
	RID prev_index_array_rd;
	RID prev_pipeline_rd;
	RID prev_xforms_uniform_set;

	bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);

	float old_offset[2] = { 0, 0 };

	for (uint32_t i = p_from_element; i < p_to_element; i++) {
		const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];

		RID material_uniform_set;
		ShaderData *shader;
		void *mesh_surface;

		if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
			material_uniform_set = surf->material_uniform_set_shadow;
			shader = surf->shader_shadow;
			mesh_surface = surf->surface_shadow;

		} else {
			material_uniform_set = surf->material_uniform_set;
			shader = surf->shader;
			mesh_surface = surf->surface;
		}

		if (!mesh_surface) {
			continue;
		}

		if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
			old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
			old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
			surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
			surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
		}

		//find cull variant
		ShaderData::CullVariant cull_variant;

		if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
			cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
		} else {
			bool mirror = surf->owner->mirror;
			if (p_params->reverse_cull) {
				mirror = !mirror;
			}
			cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
		}

		RS::PrimitiveType primitive = surf->primitive;
		RID xforms_uniform_set = surf->owner->transforms_uniform_set;

		ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.

		switch (p_params->pass_mode) {
			case PASS_MODE_COLOR:
			case PASS_MODE_COLOR_TRANSPARENT: {
				if (surf->sort.uses_lightmap) {
					shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
				} else if (surf->sort.uses_forward_gi) {
					shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
				} else {
					shader_version = SHADER_VERSION_COLOR_PASS;
				}
			} break;
			case PASS_MODE_COLOR_SPECULAR: {
				if (surf->sort.uses_lightmap) {
					shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
				} else {
					shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
				}
			} break;
			case PASS_MODE_SHADOW:
			case PASS_MODE_DEPTH: {
				shader_version = SHADER_VERSION_DEPTH_PASS;
			} break;
			case PASS_MODE_SHADOW_DP: {
				shader_version = SHADER_VERSION_DEPTH_PASS_DP;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
				shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
				shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
			} break;
			case PASS_MODE_DEPTH_MATERIAL: {
				shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
			} break;
			case PASS_MODE_SDF: {
				shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
			} break;
		}

		PipelineCacheRD *pipeline = nullptr;

		pipeline = &shader->pipelines[cull_variant][primitive][shader_version];

		RD::VertexFormatID vertex_format = -1;
		RID vertex_array_rd;
		RID index_array_rd;

		//skeleton and blend shape
		if (surf->owner->mesh_instance.is_valid()) {
			storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
		} else {
			storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
		}

		if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
			//lod
			Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
			Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);

			float distance_min = p_params->lod_plane.distance_to(support_min);
			float distance_max = p_params->lod_plane.distance_to(support_max);

			float distance = 0.0;

			if (distance_min * distance_max < 0.0) {
				//crossing plane
				distance = 0.0;
			} else if (distance_min >= 0.0) {
				distance = distance_min;
			} else if (distance_max <= 0.0) {
				distance = -distance_max;
			}

			index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);

		} else {
			//no lod
			index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
		}

		if (prev_vertex_array_rd != vertex_array_rd) {
			RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
			prev_vertex_array_rd = vertex_array_rd;
		}

		if (prev_index_array_rd != index_array_rd) {
			if (index_array_rd.is_valid()) {
				RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
			}
			prev_index_array_rd = index_array_rd;
		}

		RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);

		if (pipeline_rd != prev_pipeline_rd) {
			// checking with prev shader does not make so much sense, as
			// the pipeline may still be different.
			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
			prev_pipeline_rd = pipeline_rd;
		}

		if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
			prev_xforms_uniform_set = xforms_uniform_set;
		}

		if (material_uniform_set != prev_material_uniform_set) {
			//update uniform set
			if (material_uniform_set.is_valid()) {
				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
			}

			prev_material_uniform_set = material_uniform_set;
		}

		RD::get_singleton()->draw_list_set_push_constant(draw_list, &surf->owner->push_constant, sizeof(GeometryInstanceForward::PushConstant));

		RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);

		if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
			surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
			surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
		}
	}
}

void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
	//use template for faster performance (pass mode comparisons are inlined)

	switch (p_params->pass_mode) {
		case PASS_MODE_COLOR: {
			_render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_COLOR_SPECULAR: {
			_render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_COLOR_TRANSPARENT: {
			_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_SHADOW: {
			_render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_SHADOW_DP: {
			_render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH: {
			_render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
			_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
			_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_MATERIAL: {
			_render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_SDF: {
			_render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
	}
}

void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
	uint32_t render_total = p_params->element_count;
	uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
	uint32_t render_from = p_thread * render_total / total_threads;
	uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
	_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
}

void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
	RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
	p_params->framebuffer_format = fb_format;

	if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
		//multi threaded
		thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
		RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
		RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params);
		RD::get_singleton()->draw_list_end();
	} else {
		//single threaded
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
		_render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
		RD::get_singleton()->draw_list_end();
	}
}

void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
	//CameraMatrix projection = p_cam_projection;
	//projection.flip_y(); // Vulkan and modern APIs use Y-Down
	CameraMatrix correction;
	correction.set_depth_correction(p_flip_y);
	CameraMatrix projection = correction * p_cam_projection;

	//store camera into ubo
	RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
	RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
	RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
	RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);

	scene_state.ubo.z_far = p_zfar;
	scene_state.ubo.z_near = p_znear;

	scene_state.ubo.pancake_shadows = p_pancake_shadows;

	RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
	RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
	RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
	RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);

	scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
	scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
	scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
	scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();

	Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
	scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
	scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;

	scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
	scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
	{
		uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
		uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
		scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
		scene_state.ubo.cluster_width = cluster_screen_width;
	}

	if (p_shadow_atlas.is_valid()) {
		Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
		scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
		scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
	}
	{
		Vector2 dss = directional_shadow_get_size();
		scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
		scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
	}
	//time global variables
	scene_state.ubo.time = time;

	scene_state.ubo.gi_upscale_for_msaa = false;
	scene_state.ubo.volumetric_fog_enabled = false;
	scene_state.ubo.fog_enabled = false;

	if (p_render_buffers.is_valid()) {
		RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
		if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
			scene_state.ubo.gi_upscale_for_msaa = true;
		}

		if (render_buffers_has_volumetric_fog(p_render_buffers)) {
			scene_state.ubo.volumetric_fog_enabled = true;
			float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
			if (fog_end > 0.0) {
				scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
			} else {
				scene_state.ubo.volumetric_fog_inv_length = 1.0;
			}

			float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
			if (fog_detail_spread > 0.0) {
				scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
			} else {
				scene_state.ubo.volumetric_fog_detail_spread = 1.0;
			}
		}
	}
#if 0
	if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
		scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
		scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
		scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
		scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
		scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;

		float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
		scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
		float occ_bias = 0.0;
		scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
		scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
		scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);

		float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
		float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
		scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
		scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
		scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
		scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];

		//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
		//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;

		uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();

		scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
		scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
		scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;

		scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
		scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
		scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];

		scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
		scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
		scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);

		for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
			SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
			Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
			pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
			c.position[0] = pos.x;
			c.position[1] = pos.y;
			c.position[2] = pos.z;
			c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);

			Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
			c.probe_world_offset[0] = probe_ofs.x;
			c.probe_world_offset[1] = probe_ofs.y;
			c.probe_world_offset[2] = probe_ofs.z;
		}
	}
#endif
	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
		scene_state.ubo.use_ambient_light = true;
		scene_state.ubo.ambient_light_color_energy[0] = 1;
		scene_state.ubo.ambient_light_color_energy[1] = 1;
		scene_state.ubo.ambient_light_color_energy[2] = 1;
		scene_state.ubo.ambient_light_color_energy[3] = 1.0;
		scene_state.ubo.use_ambient_cubemap = false;
		scene_state.ubo.use_reflection_cubemap = false;
		scene_state.ubo.ssao_enabled = false;

	} else if (is_environment(p_environment)) {
		RS::EnvironmentBG env_bg = environment_get_background(p_environment);
		RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);

		float bg_energy = environment_get_bg_energy(p_environment);
		scene_state.ubo.ambient_light_color_energy[3] = bg_energy;

		scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);

		//ambient
		if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
			Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
			color = color.to_linear();

			scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
			scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
			scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
			scene_state.ubo.use_ambient_light = true;
			scene_state.ubo.use_ambient_cubemap = false;
		} else {
			float energy = environment_get_ambient_light_energy(p_environment);
			Color color = environment_get_ambient_light_color(p_environment);
			color = color.to_linear();
			scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
			scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
			scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;

			Basis sky_transform = environment_get_sky_orientation(p_environment);
			sky_transform = sky_transform.inverse() * p_cam_transform.basis;
			RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);

			scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
			scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
		}

		//specular
		RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
		if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
			scene_state.ubo.use_reflection_cubemap = true;
		} else {
			scene_state.ubo.use_reflection_cubemap = false;
		}

		scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
		scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
		scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);

		Color ao_color = environment_get_ao_color(p_environment).to_linear();
		scene_state.ubo.ao_color[0] = ao_color.r;
		scene_state.ubo.ao_color[1] = ao_color.g;
		scene_state.ubo.ao_color[2] = ao_color.b;
		scene_state.ubo.ao_color[3] = ao_color.a;

		scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
		scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
		scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
		scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
		if (scene_state.ubo.fog_height_density >= 0.0001) {
			scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
		}
		scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);

		Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
		float fog_energy = environment_get_fog_light_energy(p_environment);

		scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
		scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
		scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;

		scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);

	} else {
		if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
			scene_state.ubo.use_ambient_light = false;
		} else {
			scene_state.ubo.use_ambient_light = true;
			Color clear_color = p_default_bg_color;
			clear_color = clear_color.to_linear();
			scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
			scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
			scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
			scene_state.ubo.ambient_light_color_energy[3] = 1.0;
		}

		scene_state.ubo.use_ambient_cubemap = false;
		scene_state.ubo.use_reflection_cubemap = false;
		scene_state.ubo.ssao_enabled = false;
	}

	scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
	scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
	scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();

	RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo);
}

void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
	scene_state.used_sss = false;
	scene_state.used_screen_texture = false;
	scene_state.used_normal_texture = false;
	scene_state.used_depth_texture = false;

	Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
	near_plane.d += p_cam_projection.get_z_near();
	float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
	uint32_t lightmap_captures_used = 0;

	_update_dirty_geometry_instances();
	render_list.clear();

	//fill list

	for (int i = 0; i < (int)p_instances.size(); i++) {
		GeometryInstanceForward *inst = static_cast<GeometryInstanceForward *>(p_instances[i]);

		Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
		inst->depth = near_plane.distance_to(support_min);
		uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);

		uint32_t flags = inst->base_flags; //fill flags if appropriate

		bool uses_lightmap = false;
		bool uses_gi = false;

		if (p_pass_mode == PASS_MODE_COLOR) {
			//setup GI

			if (inst->lightmap_instance.is_valid()) {
				int32_t lightmap_cull_index = -1;
				for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
					if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
						lightmap_cull_index = j;
						break;
					}
				}
				if (lightmap_cull_index >= 0) {
					inst->push_constant.gi_offset &= 0xFFFF;
					inst->push_constant.gi_offset |= lightmap_cull_index;
					flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
					if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
						flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
					}
					uses_lightmap = true;
				} else {
					inst->push_constant.gi_offset = 0xFFFFFFFF;
				}

			} else if (inst->lightmap_sh) {
				if (lightmap_captures_used < scene_state.max_lightmap_captures) {
					const Color *src_capture = inst->lightmap_sh->sh;
					LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
					for (int j = 0; j < 9; j++) {
						lcd.sh[j * 4 + 0] = src_capture[j].r;
						lcd.sh[j * 4 + 1] = src_capture[j].g;
						lcd.sh[j * 4 + 2] = src_capture[j].b;
						lcd.sh[j * 4 + 3] = src_capture[j].a;
					}
					flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
					inst->push_constant.gi_offset = lightmap_captures_used;
					lightmap_captures_used++;
					uses_lightmap = true;
				}

			} else if (!low_end) {
				if (p_using_opaque_gi) {
					flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
				}

				if (inst->gi_probes[0].is_valid()) {
					uint32_t probe0_index = 0xFFFF;
					uint32_t probe1_index = 0xFFFF;

					for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
						if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
							probe0_index = j;
						} else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
							probe1_index = j;
						}
					}

					if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
						//0 must always exist if a probe exists
						SWAP(probe0_index, probe1_index);
					}

					inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
					flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
					uses_gi = true;
				} else {
					if (p_using_sdfgi && inst->can_sdfgi) {
						flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
						uses_gi = true;
					}
					inst->push_constant.gi_offset = 0xFFFFFFFF;
				}
			}
		}
		inst->push_constant.flags = flags;

		GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;

		while (surf) {
			surf->sort.uses_forward_gi = 0;
			surf->sort.uses_lightmap = 0;

			if (p_pass_mode == PASS_MODE_COLOR) {
				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
					render_list.add_element(surf);
				}
				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
					render_list.add_alpha_element(surf);
					if (uses_gi) {
						surf->sort.uses_forward_gi = 1;
					}
				}

				if (uses_lightmap) {
					surf->sort.uses_lightmap = 1;
				}

				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
					scene_state.used_sss = true;
				}
				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
					scene_state.used_screen_texture = true;
				}
				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
					scene_state.used_normal_texture = true;
				}
				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
					scene_state.used_depth_texture = true;
				}

			} else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
					render_list.add_element(surf);
				}
			} else {
				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
					render_list.add_element(surf);
				}
			}

			surf->sort.depth_layer = depth_layer;

			surf = surf->next;
		}
	}

	if (lightmap_captures_used) {
		RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures);
	}
}

void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
	scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
	for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
		scene_state.giprobe_ids[i] = p_giprobes[i];
	}
}

void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
	scene_state.lightmaps_used = 0;
	for (int i = 0; i < (int)p_lightmaps.size(); i++) {
		if (i >= (int)scene_state.max_lightmaps) {
			break;
		}

		RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);

		Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
		to_lm = to_lm.inverse().transposed(); //will transform normals
		RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
		scene_state.lightmap_ids[i] = p_lightmaps[i];
		scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);

		scene_state.lightmaps_used++;
	}
	if (scene_state.lightmaps_used > 0) {
		RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps);
	}
}

void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
	RenderBufferDataForward *render_buffer = nullptr;
	if (p_render_buffer.is_valid()) {
		render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
	}

	//first of all, make a new render pass
	render_pass++;

	//fill up ubo

	RENDER_TIMESTAMP("Setup 3D Scene");

	if (p_reflection_probe.is_valid()) {
		scene_state.ubo.reflection_multiplier = 0.0;
	} else {
		scene_state.ubo.reflection_multiplier = 1.0;
	}

	float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
	Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));

	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
		p_screen_lod_threshold = 0.0;
	}

	//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;

	Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
	scene_state.ubo.viewport_size[0] = vp_he.x;
	scene_state.ubo.viewport_size[1] = vp_he.y;
	scene_state.ubo.directional_light_count = p_directional_light_count;

	Size2i screen_size;
	RID opaque_framebuffer;
	RID opaque_specular_framebuffer;
	RID depth_framebuffer;
	RID alpha_framebuffer;

	PassMode depth_pass_mode = PASS_MODE_DEPTH;
	Vector<Color> depth_pass_clear;
	bool using_separate_specular = false;
	bool using_ssr = false;
	bool using_sdfgi = false;
	bool using_giprobe = false;

	if (render_buffer) {
		screen_size.x = render_buffer->width;
		screen_size.y = render_buffer->height;

		opaque_framebuffer = render_buffer->color_fb;

		if (!low_end && p_gi_probes.size() > 0) {
			using_giprobe = true;
		}

		if (!p_environment.is_valid() && using_giprobe) {
			depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;

		} else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
			if (environment_is_sdfgi_enabled(p_environment)) {
				depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
				using_sdfgi = true;
			} else {
				depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
			}

			if (environment_is_ssr_enabled(p_environment)) {
				render_buffer->ensure_specular();
				using_separate_specular = true;
				using_ssr = true;
				opaque_specular_framebuffer = render_buffer->color_specular_fb;
			}

		} else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
			depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
		}

		switch (depth_pass_mode) {
			case PASS_MODE_DEPTH: {
				depth_framebuffer = render_buffer->depth_fb;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
				_allocate_normal_roughness_texture(render_buffer);
				depth_framebuffer = render_buffer->depth_normal_roughness_fb;
				depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
				_allocate_normal_roughness_texture(render_buffer);
				render_buffer->ensure_giprobe();
				depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
				depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
				depth_pass_clear.push_back(Color(0, 0, 0, 0));
			} break;
			default: {
			};
		}

		alpha_framebuffer = opaque_framebuffer;
	} else if (p_reflection_probe.is_valid()) {
		uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
		screen_size.x = resolution;
		screen_size.y = resolution;

		opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
		depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
		alpha_framebuffer = opaque_framebuffer;

		if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
			p_environment = RID(); //no environment on interiors
		}
	} else {
		ERR_FAIL(); //bug?
	}

	_setup_lightmaps(p_lightmaps, p_cam_transform);
	_setup_giprobes(p_gi_probes);
	_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);

	_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)

	_fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe);

	bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;

	if (using_sss) {
		using_separate_specular = true;
		render_buffer->ensure_specular();
		using_separate_specular = true;
		opaque_specular_framebuffer = render_buffer->color_specular_fb;
	}
	RID radiance_texture;
	bool draw_sky = false;
	bool draw_sky_fog_only = false;

	Color clear_color;
	bool keep_color = false;

	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
		clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
	} else if (is_environment(p_environment)) {
		RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
		float bg_energy = environment_get_bg_energy(p_environment);
		switch (bg_mode) {
			case RS::ENV_BG_CLEAR_COLOR: {
				clear_color = p_default_bg_color;
				clear_color.r *= bg_energy;
				clear_color.g *= bg_energy;
				clear_color.b *= bg_energy;
				if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
					draw_sky_fog_only = true;
					storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
				}
			} break;
			case RS::ENV_BG_COLOR: {
				clear_color = environment_get_bg_color(p_environment);
				clear_color.r *= bg_energy;
				clear_color.g *= bg_energy;
				clear_color.b *= bg_energy;
				if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
					draw_sky_fog_only = true;
					storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
				}
			} break;
			case RS::ENV_BG_SKY: {
				draw_sky = true;
			} break;
			case RS::ENV_BG_CANVAS: {
				keep_color = true;
			} break;
			case RS::ENV_BG_KEEP: {
				keep_color = true;
			} break;
			case RS::ENV_BG_CAMERA_FEED: {
			} break;
			default: {
			}
		}
		// setup sky if used for ambient, reflections, or background
		if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
			RENDER_TIMESTAMP("Setup Sky");
			RD::get_singleton()->draw_command_begin_label("Setup Sky");
			CameraMatrix projection = p_cam_projection;
			if (p_reflection_probe.is_valid()) {
				CameraMatrix correction;
				correction.set_depth_correction(true);
				projection = correction * p_cam_projection;
			}

			_setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);

			RID sky = environment_get_sky(p_environment);
			if (sky.is_valid()) {
				_update_sky(p_environment, projection, p_cam_transform);
				radiance_texture = sky_get_radiance_texture_rd(sky);
			} else {
				// do not try to draw sky if invalid
				draw_sky = false;
			}
			RD::get_singleton()->draw_command_end_label();
		}
	} else {
		clear_color = p_default_bg_color;
	}

	render_list.sort_by_key(false);

	bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
	bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
	bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();

	bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
	bool continue_depth = false;
	if (depth_pre_pass) { //depth pre pass
		RENDER_TIMESTAMP("Render Depth Pre-Pass");

		RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());

		bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
		RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass");
		_render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
		RD::get_singleton()->draw_command_end_label();
		if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
			RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
			RD::get_singleton()->draw_command_insert_label("Resolve Depth Pre-Pass");
			if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
				static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
				storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
			} else if (finish_depth) {
				RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
			}
		}

		continue_depth = !finish_depth;
	}

	if (using_ssao) {
		_process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
	}

	if (using_sdfgi || using_giprobe) {
		_process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probes);
	}

	_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());

	RENDER_TIMESTAMP("Render Opaque Pass");

	RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);

	bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
	bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;

	{
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);

		//regular forward for now
		Vector<Color> c;
		if (using_separate_specular) {
			Color cc = clear_color.to_linear();
			cc.a = 0; //subsurf scatter must be 0
			c.push_back(cc);
			c.push_back(Color(0, 0, 0, 0));
		} else {
			c.push_back(clear_color.to_linear());
		}

		RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
		RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
		_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
		RD::get_singleton()->draw_command_end_label();
		if (will_continue_color && using_separate_specular) {
			// close the specular framebuffer, as it's no longer used
			RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
			RD::get_singleton()->draw_list_end();
		}
	}

	if (debug_giprobes) {
		//debug giprobes
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);

		CameraMatrix dc;
		dc.set_depth_correction(true);
		CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
		RD::get_singleton()->draw_command_begin_label("Debug GIProbes");
		for (int i = 0; i < (int)p_gi_probes.size(); i++) {
			_debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
		}
		RD::get_singleton()->draw_command_end_label();
		RD::get_singleton()->draw_list_end();
	}

	if (debug_sdfgi_probes) {
		//debug giprobes
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);

		CameraMatrix dc;
		dc.set_depth_correction(true);
		CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
		RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
		_debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
		RD::get_singleton()->draw_command_end_label();
		RD::get_singleton()->draw_list_end();
	}

	if (draw_sky || draw_sky_fog_only) {
		RENDER_TIMESTAMP("Render Sky");

		CameraMatrix projection = p_cam_projection;
		if (p_reflection_probe.is_valid()) {
			CameraMatrix correction;
			correction.set_depth_correction(true);
			projection = correction * p_cam_projection;
		}
		RD::get_singleton()->draw_command_begin_label("Draw Sky");
		_draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
		RD::get_singleton()->draw_command_end_label();
	}

	if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
		RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
		if (using_separate_specular) {
			RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
		}
	}

	if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
		RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
	}

	if (using_separate_specular) {
		if (using_sss) {
			RENDER_TIMESTAMP("Sub Surface Scattering");
			RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
			_process_sss(p_render_buffer, p_cam_projection);
			RD::get_singleton()->draw_command_end_label();
		}

		if (using_ssr) {
			RENDER_TIMESTAMP("Screen Space Reflection");
			RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
			_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
			RD::get_singleton()->draw_command_end_label();
		} else {
			//just mix specular back
			RENDER_TIMESTAMP("Merge Specular");
			storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
		}
	}

	RENDER_TIMESTAMP("Render Transparent Pass");

	_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);

	render_list.sort_by_reverse_depth_and_priority(true);

	{
		RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
		RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
		_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
		RD::get_singleton()->draw_command_end_label();
	}

	if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
		RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
	}
}

void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
	RENDER_TIMESTAMP("Setup Rendering Shadow");

	_update_render_base_uniform_set();

	render_pass++;

	scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;

	_setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake);

	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
		p_screen_lod_threshold = 0.0;
	}

	PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;

	_fill_render_list(p_instances, pass_mode, p_projection, p_transform);

	RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());

	RENDER_TIMESTAMP("Render Shadow");

	render_list.sort_by_key(false);

	{
		//regular forward for now
		bool flip_cull = p_use_dp_flip;
		if (p_flip_y) {
			flip_cull = !flip_cull;
		}
		RD::get_singleton()->draw_command_begin_label("Render Shadow");
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, flip_cull, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
		_render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : RD::INITIAL_ACTION_CONTINUE, p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, Vector<Color>(), 1.0, 0, p_rect);
		RD::get_singleton()->draw_command_end_label();
	}
}

void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
	RENDER_TIMESTAMP("Setup Render Collider Heightfield");

	_update_render_base_uniform_set();

	render_pass++;

	scene_state.ubo.dual_paraboloid_side = 0;

	_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);

	PassMode pass_mode = PASS_MODE_SHADOW;

	_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);

	RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());

	RENDER_TIMESTAMP("Render Collider Heightfield");

	render_list.sort_by_key(false);

	{
		//regular forward for now
		RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
		_render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
		RD::get_singleton()->draw_command_end_label();
	}
}

void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
	RENDER_TIMESTAMP("Setup Rendering Material");

	_update_render_base_uniform_set();

	render_pass++;

	scene_state.ubo.dual_paraboloid_side = 0;
	scene_state.ubo.material_uv2_mode = false;

	_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);

	PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
	_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);

	RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());

	RENDER_TIMESTAMP("Render Material");

	render_list.sort_by_key(false);

	{
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
		//regular forward for now
		Vector<Color> clear;
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
		_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
		RD::get_singleton()->draw_list_end();
	}
}

void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
	RENDER_TIMESTAMP("Setup Rendering UV2");

	_update_render_base_uniform_set();

	render_pass++;

	scene_state.ubo.dual_paraboloid_side = 0;
	scene_state.ubo.material_uv2_mode = true;

	_setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);

	PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
	_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());

	RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());

	RENDER_TIMESTAMP("Render Material");

	render_list.sort_by_key(false);

	{
		RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
		//regular forward for now
		Vector<Color> clear;
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		clear.push_back(Color(0, 0, 0, 0));
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);

		const int uv_offset_count = 9;
		static const Vector2 uv_offsets[uv_offset_count] = {
			Vector2(-1, 1),
			Vector2(1, 1),
			Vector2(1, -1),
			Vector2(-1, -1),
			Vector2(-1, 0),
			Vector2(1, 0),
			Vector2(0, -1),
			Vector2(0, 1),
			Vector2(0, 0),

		};

		for (int i = 0; i < uv_offset_count; i++) {
			Vector2 ofs = uv_offsets[i];
			ofs.x /= p_region.size.width;
			ofs.y /= p_region.size.height;
			render_list_params.uv_offset = ofs;
			_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
		}
		render_list_params.uv_offset = Vector2();
		_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles

		RD::get_singleton()->draw_list_end();
	}
}

void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
	RENDER_TIMESTAMP("Render SDFGI");

	_update_render_base_uniform_set();

	RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
	ERR_FAIL_COND(!render_buffer);

	render_pass++;

	PassMode pass_mode = PASS_MODE_SDF;
	_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
	render_list.sort_by_key(false);

	RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);

	Vector3 half_extents = p_bounds.size * 0.5;
	Vector3 center = p_bounds.position + half_extents;

	Vector<RID> sbs;
	sbs.push_back(p_albedo_texture);
	sbs.push_back(p_emission_texture);
	sbs.push_back(p_emission_aniso_texture);
	sbs.push_back(p_geom_facing_texture);

	//print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
	for (int i = 0; i < 3; i++) {
		scene_state.ubo.sdf_offset[i] = p_from[i];
		scene_state.ubo.sdf_size[i] = p_size[i];
	}

	for (int i = 0; i < 3; i++) {
		Vector3 axis;
		axis[i] = 1.0;
		Vector3 up, right;
		int right_axis = (i + 1) % 3;
		int up_axis = (i + 2) % 3;
		up[up_axis] = 1.0;
		right[right_axis] = 1.0;

		Size2i fb_size;
		fb_size.x = p_size[right_axis];
		fb_size.y = p_size[up_axis];

		Transform cam_xform;
		cam_xform.origin = center + axis * half_extents;
		cam_xform.basis.set_axis(0, right);
		cam_xform.basis.set_axis(1, up);
		cam_xform.basis.set_axis(2, axis);

		//print_line("pass: " + itos(i) + " xform " + cam_xform);

		float h_size = half_extents[right_axis];
		float v_size = half_extents[up_axis];
		float d_size = half_extents[i] * 2.0;
		CameraMatrix camera_proj;
		camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
		//print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));

		Transform to_bounds;
		to_bounds.origin = p_bounds.position;
		to_bounds.basis.scale(p_bounds.size);

		RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);

		_setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);

		Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
		if (!E) {
			RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
			E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
		}

		RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
		_render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
	}
}

void RendererSceneRenderForward::_base_uniforms_changed() {
	if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
		RD::get_singleton()->free(render_base_uniform_set);
	}
	render_base_uniform_set = RID();
}

void RendererSceneRenderForward::_update_render_base_uniform_set() {
	if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
		if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
			RD::get_singleton()->free(render_base_uniform_set);
		}

		lightmap_texture_array_version = storage->lightmap_array_get_version();

		Vector<RD::Uniform> uniforms;

		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
			u.binding = 1;
			u.ids.resize(12);
			RID *ids_ptr = u.ids.ptrw();
			ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 2;
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
			u.ids.push_back(shadow_sampler);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 3;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.ids.push_back(scene_state.uniform_buffer);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 4;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(get_omni_light_buffer());
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 5;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(get_spot_light_buffer());
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 6;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(get_reflection_probe_buffer());
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 7;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.ids.push_back(get_directional_light_buffer());
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 8;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(scene_state.lightmap_buffer);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 9;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(scene_state.lightmap_capture_buffer);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 10;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID decal_atlas = storage->decal_atlas_get_texture();
			u.ids.push_back(decal_atlas);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 11;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID decal_atlas = storage->decal_atlas_get_texture_srgb();
			u.ids.push_back(decal_atlas);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 12;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.ids.push_back(get_decal_buffer());
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 13;
			u.ids.push_back(storage->global_variables_get_storage_buffer());
			uniforms.push_back(u);
		}

		if (!low_end) {
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.binding = 14;
			u.ids.push_back(sdfgi_get_ubo());
			uniforms.push_back(u);
		}

		render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
	}
}

RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas) {
	if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
		RD::get_singleton()->free(render_pass_uniform_set);
	}

	RenderBufferDataForward *rb = nullptr;
	if (p_render_buffers.is_valid()) {
		rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
	}

	//default render buffer and scene state uniform set

	Vector<RD::Uniform> uniforms;

	{
		RID radiance_texture;
		if (p_radiance_texture.is_valid()) {
			radiance_texture = p_radiance_texture;
		} else {
			radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
		}
		RD::Uniform u;
		u.binding = 0;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.push_back(radiance_texture);
		uniforms.push_back(u);
	}

	{
		RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
		RD::Uniform u;
		u.binding = 1;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		if (ref_texture.is_valid()) {
			u.ids.push_back(ref_texture);
		} else {
			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
		}
		uniforms.push_back(u);
	}

	{
		RD::Uniform u;
		u.binding = 2;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture;
		if (p_shadow_atlas.is_valid()) {
			texture = shadow_atlas_get_texture(p_shadow_atlas);
		}
		if (!texture.is_valid()) {
			texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
		}
		u.ids.push_back(texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 3;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
			u.ids.push_back(directional_shadow_get_texture());
		} else {
			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
		}
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 4;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.resize(scene_state.max_lightmaps);
		RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
			if (i < p_lightmaps.size()) {
				RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
				RID texture = storage->lightmap_get_texture(base);
				RID rd_texture = storage->texture_get_rd_texture(texture);
				u.ids.write[i] = rd_texture;
			} else {
				u.ids.write[i] = default_tex;
			}
		}

		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 5;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.resize(MAX_GI_PROBES);
		RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
		for (int i = 0; i < MAX_GI_PROBES; i++) {
			if (i < (int)p_gi_probes.size()) {
				RID tex = gi_probe_instance_get_texture(p_gi_probes[i]);
				if (!tex.is_valid()) {
					tex = default_tex;
				}
				u.ids.write[i] = tex;
			} else {
				u.ids.write[i] = default_tex;
			}
		}

		uniforms.push_back(u);
	}

	{
		RD::Uniform u;
		u.binding = 6;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
		u.ids.push_back(cb);
		uniforms.push_back(u);
	}

	{
		RD::Uniform u;
		u.binding = 7;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
		u.ids.push_back(texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 8;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
		RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
		u.ids.push_back(texture);
		uniforms.push_back(u);
	}

	if (!low_end) {
		{
			RD::Uniform u;
			u.binding = 9;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
			u.ids.push_back(texture);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 10;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
			RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
			u.ids.push_back(texture);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 11;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID();
			RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
			u.ids.push_back(texture);
			uniforms.push_back(u);
		}

		{
			RD::Uniform u;
			u.binding = 12;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID();
			RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
			u.ids.push_back(texture);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 13;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID t;
			if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
				t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
			} else {
				t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
			}
			u.ids.push_back(t);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 14;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
				u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
			} else {
				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
			}
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 15;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.binding = 16;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			RID vfog = RID();
			if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
				vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
				if (vfog.is_null()) {
					vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
				}
			} else {
				vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
			}
			u.ids.push_back(vfog);
			uniforms.push_back(u);
		}
	}

	render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
	return render_pass_uniform_set;
}

RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
	if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
		RD::get_singleton()->free(sdfgi_pass_uniform_set);
	}

	Vector<RD::Uniform> uniforms;

	{
		// No radiance texture.
		RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
		RD::Uniform u;
		u.binding = 0;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.push_back(radiance_texture);
		uniforms.push_back(u);
	}

	{
		// No reflection atlas.
		RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
		RD::Uniform u;
		u.binding = 1;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.push_back(ref_texture);
		uniforms.push_back(u);
	}

	{
		// No shadow atlas.
		RD::Uniform u;
		u.binding = 2;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
		u.ids.push_back(texture);
		uniforms.push_back(u);
	}

	{
		// No directional shadow atlas.
		RD::Uniform u;
		u.binding = 3;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
		u.ids.push_back(texture);
		uniforms.push_back(u);
	}

	{
		// No Lightmaps
		RD::Uniform u;
		u.binding = 4;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.resize(scene_state.max_lightmaps);
		RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
			u.ids.write[i] = default_tex;
		}

		uniforms.push_back(u);
	}

	{
		// No GIProbes
		RD::Uniform u;
		u.binding = 5;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.ids.resize(MAX_GI_PROBES);
		RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
		for (int i = 0; i < MAX_GI_PROBES; i++) {
			u.ids.write[i] = default_tex;
		}

		uniforms.push_back(u);
	}

	{
		RD::Uniform u;
		u.binding = 6;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		RID cb = default_vec4_xform_buffer;
		u.ids.push_back(cb);
		uniforms.push_back(u);
	}

	// actual sdfgi stuff

	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 7;
		u.ids.push_back(p_albedo_texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 8;
		u.ids.push_back(p_emission_texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 9;
		u.ids.push_back(p_emission_aniso_texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 10;
		u.ids.push_back(p_geom_facing_texture);
		uniforms.push_back(u);
	}

	sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
	return sdfgi_pass_uniform_set;
}

void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
}

void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) {
	RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);

	_render_buffers_clear_uniform_set(rb);
}

RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) {
	RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);

	return rb->normal_roughness_buffer;
}

RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;

void RendererSceneRenderForward::set_time(double p_time, double p_step) {
	time = p_time;
	RendererSceneRenderRD::set_time(p_time, p_step);
}

void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	if (ginstance->dirty_list_element.in_list()) {
		return;
	}

	//clear surface caches
	GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;

	while (surf) {
		GeometryInstanceSurfaceDataCache *next = surf->next;
		geometry_instance_surface_alloc.free(surf);
		surf = next;
	}

	ginstance->surface_caches = nullptr;

	geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
}

void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
	bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
	bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
	bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
	bool has_alpha = has_base_alpha || has_blend_alpha;

	uint32_t flags = 0;

	if (p_material->shader_data->uses_sss) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
	}

	if (p_material->shader_data->uses_screen_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
	}

	if (p_material->shader_data->uses_depth_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
	}

	if (p_material->shader_data->uses_normal_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
	}

	if (ginstance->data->cast_double_sided_shaodows) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
	}

	if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
		//material is only meant for alpha pass
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
		if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) {
			flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
			flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
		}
	} else {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
	}

	MaterialData *material_shadow = nullptr;
	void *surface_shadow = nullptr;
	if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
		material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);

		RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);

		if (shadow_mesh.is_valid()) {
			surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
		}

	} else {
		material_shadow = p_material;
	}

	GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();

	sdcache->flags = flags;

	sdcache->shader = p_material->shader_data;
	sdcache->material_uniform_set = p_material->uniform_set;
	sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
	sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
	sdcache->surface_index = p_surface;

	if (ginstance->data->dirty_dependencies) {
		storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
	}

	//shadow
	sdcache->shader_shadow = material_shadow->shader_data;
	sdcache->material_uniform_set_shadow = material_shadow->uniform_set;

	sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;

	sdcache->owner = ginstance;

	sdcache->next = ginstance->surface_caches;
	ginstance->surface_caches = sdcache;

	//sortkey

	sdcache->sort.sort_key1 = 0;
	sdcache->sort.sort_key2 = 0;

	sdcache->sort.surface_type = ginstance->data->base_type;
	sdcache->sort.material_id = p_material_id;
	sdcache->sort.shader_id = p_shader_id;
	sdcache->sort.geometry_id = p_mesh.get_local_index();
	sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
	sdcache->sort.priority = p_material->priority;
}

void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
	RID m_src;

	m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;

	MaterialData *material = nullptr;

	if (m_src.is_valid()) {
		material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
		if (!material || !material->shader_data->valid) {
			material = nullptr;
		}
	}

	if (material) {
		if (ginstance->data->dirty_dependencies) {
			storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
		}
	} else {
		material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
		m_src = default_material;
	}

	ERR_FAIL_COND(!material);

	_geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);

	while (material->next_pass.is_valid()) {
		RID next_pass = material->next_pass;
		material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
		if (!material || !material->shader_data->valid) {
			break;
		}
		if (ginstance->data->dirty_dependencies) {
			storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
		}
		_geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
	}
}

void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);

	if (ginstance->data->dirty_dependencies) {
		ginstance->data->dependency_tracker.update_begin();
	}

	//add geometry for drawing
	switch (ginstance->data->base_type) {
		case RS::INSTANCE_MESH: {
			const RID *materials = nullptr;
			uint32_t surface_count;
			RID mesh = ginstance->data->base;

			materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
			if (materials) {
				//if no materials, no surfaces.
				const RID *inst_materials = ginstance->data->surface_materials.ptr();
				uint32_t surf_mat_count = ginstance->data->surface_materials.size();

				for (uint32_t j = 0; j < surface_count; j++) {
					RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
					_geometry_instance_add_surface(ginstance, j, material, mesh);
				}
			}

			ginstance->instance_count = 1;

		} break;

		case RS::INSTANCE_MULTIMESH: {
			RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
			if (mesh.is_valid()) {
				const RID *materials = nullptr;
				uint32_t surface_count;

				materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
				if (materials) {
					for (uint32_t j = 0; j < surface_count; j++) {
						_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
					}
				}

				ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
			}

		} break;
#if 0
		case RS::INSTANCE_IMMEDIATE: {
			RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
			ERR_CONTINUE(!immediate);

			_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);

		} break;
#endif
		case RS::INSTANCE_PARTICLES: {
			int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);

			for (int j = 0; j < draw_passes; j++) {
				RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
				if (!mesh.is_valid())
					continue;

				const RID *materials = nullptr;
				uint32_t surface_count;

				materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
				if (materials) {
					for (uint32_t k = 0; k < surface_count; k++) {
						_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
					}
				}
			}

			ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);

		} break;

		default: {
		}
	}

	//Fill push constant

	ginstance->push_constant.instance_uniforms_ofs = ginstance->data->shader_parameters_offset >= 0 ? ginstance->data->shader_parameters_offset : 0;
	ginstance->push_constant.layer_mask = ginstance->data->layer_mask;
	ginstance->push_constant.flags = 0;
	ginstance->push_constant.gi_offset = 0xFFFFFFFF; //disabled

	bool store_transform = true;

	if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
		uint32_t stride;
		if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
			stride = 2;
		} else {
			stride = 3;
		}
		if (storage->multimesh_uses_colors(ginstance->data->base)) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
			stride += 1;
		}
		if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
			stride += 1;
		}

		ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
		ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);

	} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
		uint32_t stride;
		if (false) { // 2D particles
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
			stride = 2;
		} else {
			stride = 3;
		}

		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
		stride += 1;

		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
		stride += 1;

		ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);

		if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
			store_transform = false;
		}
		ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);

	} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
		if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
			ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
			if (ginstance->data->dirty_dependencies) {
				storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
			}
		}
	}

	if (store_transform) {
		RendererStorageRD::store_transform(ginstance->data->transform, ginstance->push_constant.transform);
	} else {
		RendererStorageRD::store_transform(Transform(), ginstance->push_constant.transform);
	}

	ginstance->can_sdfgi = false;

	if (lightmap_instance_is_valid(ginstance->lightmap_instance)) {
		ginstance->push_constant.gi_offset = ginstance->data->lightmap_slice_index << 16;
		ginstance->push_constant.lightmap_uv_scale[0] = ginstance->data->lightmap_uv_scale.position.x;
		ginstance->push_constant.lightmap_uv_scale[1] = ginstance->data->lightmap_uv_scale.position.y;
		ginstance->push_constant.lightmap_uv_scale[2] = ginstance->data->lightmap_uv_scale.size.width;
		ginstance->push_constant.lightmap_uv_scale[3] = ginstance->data->lightmap_uv_scale.size.height;
	} else if (!low_end) {
		if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
			ginstance->can_sdfgi = true;
		}
	}

	if (ginstance->data->dirty_dependencies) {
		ginstance->data->dependency_tracker.update_end();
		ginstance->data->dirty_dependencies = false;
	}

	ginstance->dirty_list_element.remove_from_list();
}

void RendererSceneRenderForward::_update_dirty_geometry_instances() {
	while (geometry_instance_dirty_list.first()) {
		_geometry_instance_update(geometry_instance_dirty_list.first()->self());
	}
}

void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
	switch (p_notification) {
		case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
		case RendererStorage::DEPENDENCY_CHANGED_MESH:
		case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
		case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
			static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
		} break;
		case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
			GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata);
			if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
				ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
			}
		} break;
		default: {
			//rest of notifications of no interest
		} break;
	}
}
void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
	static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
}

RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) {
	RS::InstanceType type = storage->get_base_type(p_base);
	ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);

	GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc();
	ginstance->data = memnew(GeometryInstanceForward::Data);

	ginstance->data->base = p_base;
	ginstance->data->base_type = type;
	ginstance->data->dependency_tracker.userdata = ginstance;
	ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
	ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;

	_geometry_instance_mark_dirty(ginstance);

	return ginstance;
}
void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->skeleton = p_skeleton;
	_geometry_instance_mark_dirty(ginstance);
	ginstance->data->dirty_dependencies = true;
}
void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->material_override = p_override;
	_geometry_instance_mark_dirty(ginstance);
	ginstance->data->dirty_dependencies = true;
}
void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->surface_materials = p_materials;
	_geometry_instance_mark_dirty(ginstance);
	ginstance->data->dirty_dependencies = true;
}
void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->mesh_instance = p_mesh_instance;
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	RendererStorageRD::store_transform(p_transform, ginstance->push_constant.transform);
	ginstance->data->transform = p_transform;
	ginstance->mirror = p_transform.basis.determinant() < 0;
	ginstance->data->aabb = p_aabb;
	ginstance->transformed_aabb = p_transformed_aabb;

	Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
	// handle non uniform scale here

	float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
	float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
	ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;

	ginstance->lod_model_scale = max_scale;
}
void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->lod_bias = p_lod_bias;
}
void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->use_baked_light = p_enable;
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->use_dynamic_gi = p_enable;
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->lightmap_instance = p_lightmap_instance;
	ginstance->data->lightmap_uv_scale = p_lightmap_uv_scale;
	ginstance->data->lightmap_slice_index = p_lightmap_slice_index;
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	if (p_sh9) {
		if (ginstance->lightmap_sh == nullptr) {
			ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
		}

		copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
	} else {
		if (ginstance->lightmap_sh != nullptr) {
			geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
			ginstance->lightmap_sh = nullptr;
		}
	}
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->shader_parameters_offset = p_offset;
	_geometry_instance_mark_dirty(ginstance);
}
void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);

	ginstance->data->cast_double_sided_shaodows = p_enable;
	_geometry_instance_mark_dirty(ginstance);
}

void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	ginstance->data->layer_mask = p_layer_mask;
	ginstance->push_constant.layer_mask = p_layer_mask;
}

void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	if (ginstance->lightmap_sh != nullptr) {
		geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
	}
	GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
	while (surf) {
		GeometryInstanceSurfaceDataCache *next = surf->next;
		geometry_instance_surface_alloc.free(surf);
		surf = next;
	}
	memdelete(ginstance->data);
	geometry_instance_alloc.free(ginstance);
}

uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() {
	return (1 << RS::INSTANCE_GI_PROBE);
}
void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
}
void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
}
void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
}

Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
	ERR_FAIL_COND_V(!ginstance, Transform());
	return ginstance->data->transform;
}
AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
	ERR_FAIL_COND_V(!ginstance, AABB());
	return ginstance->data->aabb;
}

void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
	GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
	ERR_FAIL_COND(!ginstance);
	if (p_gi_probe_instance_count > 0) {
		ginstance->gi_probes[0] = p_gi_probe_instances[0];
	} else {
		ginstance->gi_probes[0] = RID();
	}

	if (p_gi_probe_instance_count > 1) {
		ginstance->gi_probes[1] = p_gi_probe_instances[1];
	} else {
		ginstance->gi_probes[1] = RID();
	}
}

RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
		RendererSceneRenderRD(p_storage) {
	singleton = this;
	low_end = is_low_end();
	storage = p_storage;

	/* SCENE SHADER */

	{
		String defines;
		if (low_end) {
			defines += "\n#define LOW_END_MODE \n";
		}

		defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
		if (is_using_radiance_cubemap_array()) {
			defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
		}
		defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
		defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";

		{
			//lightmaps
			scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
			defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
			defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";

			scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
		}
		{
			//captures
			scene_state.max_lightmap_captures = 2048;
			scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
			scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
		}
		{
			defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
		}

		Vector<String> shader_versions;
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
		shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
		shader_versions.push_back("");
		shader_versions.push_back("\n#define USE_FORWARD_GI\n");
		shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
		shader_versions.push_back("\n#define USE_LIGHTMAP\n");
		shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
		shader.scene_shader.initialize(shader_versions, defines);

		if (is_low_end()) {
			//disable the high end versions
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
			shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
		}
	}

	storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
	storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);

	{
		//shader compiler
		ShaderCompilerRD::DefaultIdentifierActions actions;

		actions.renames["WORLD_MATRIX"] = "world_matrix";
		actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
		actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
		actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
		actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
		actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
		actions.renames["MODELVIEW_MATRIX"] = "modelview";
		actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";

		actions.renames["VERTEX"] = "vertex";
		actions.renames["NORMAL"] = "normal";
		actions.renames["TANGENT"] = "tangent";
		actions.renames["BINORMAL"] = "binormal";
		actions.renames["POSITION"] = "position";
		actions.renames["UV"] = "uv_interp";
		actions.renames["UV2"] = "uv2_interp";
		actions.renames["COLOR"] = "color_interp";
		actions.renames["POINT_SIZE"] = "gl_PointSize";
		actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";

		actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
		actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
		actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
		actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";

		//builtins

		actions.renames["TIME"] = "scene_data.time";
		actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";

		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["FRONT_FACING"] = "gl_FrontFacing";
		actions.renames["NORMAL_MAP"] = "normal_map";
		actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
		actions.renames["ALBEDO"] = "albedo";
		actions.renames["ALPHA"] = "alpha";
		actions.renames["METALLIC"] = "metallic";
		actions.renames["SPECULAR"] = "specular";
		actions.renames["ROUGHNESS"] = "roughness";
		actions.renames["RIM"] = "rim";
		actions.renames["RIM_TINT"] = "rim_tint";
		actions.renames["CLEARCOAT"] = "clearcoat";
		actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
		actions.renames["ANISOTROPY"] = "anisotropy";
		actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
		actions.renames["SSS_STRENGTH"] = "sss_strength";
		actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
		actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
		actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
		actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
		actions.renames["BACKLIGHT"] = "backlight";
		actions.renames["AO"] = "ao";
		actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
		actions.renames["EMISSION"] = "emission";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["SCREEN_TEXTURE"] = "color_buffer";
		actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
		actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
		actions.renames["DEPTH"] = "gl_FragDepth";
		actions.renames["OUTPUT_IS_SRGB"] = "true";
		actions.renames["FOG"] = "custom_fog";
		actions.renames["RADIANCE"] = "custom_radiance";
		actions.renames["IRRADIANCE"] = "custom_irradiance";
		actions.renames["BONE_INDICES"] = "bone_attrib";
		actions.renames["BONE_WEIGHTS"] = "weight_attrib";
		actions.renames["CUSTOM0"] = "custom0_attrib";
		actions.renames["CUSTOM1"] = "custom1_attrib";
		actions.renames["CUSTOM2"] = "custom2_attrib";
		actions.renames["CUSTOM3"] = "custom3_attrib";

		//for light
		actions.renames["VIEW"] = "view";
		actions.renames["LIGHT_COLOR"] = "light_color";
		actions.renames["LIGHT"] = "light";
		actions.renames["ATTENUATION"] = "attenuation";
		actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
		actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
		actions.renames["SPECULAR_LIGHT"] = "specular_light";

		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
		actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
		actions.usage_defines["BINORMAL"] = "@TANGENT";
		actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
		actions.usage_defines["RIM_TINT"] = "@RIM";
		actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
		actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
		actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
		actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
		actions.usage_defines["AO"] = "#define AO_USED\n";
		actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
		actions.usage_defines["UV"] = "#define UV_USED\n";
		actions.usage_defines["UV2"] = "#define UV2_USED\n";
		actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
		actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
		actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
		actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
		actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
		actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
		actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";

		actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
		actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
		actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
		actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";

		actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
		actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
		actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
		actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";

		actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
		actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";

		actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
		actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
		actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";

		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
		actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
		actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
		actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";

		bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");

		if (!force_lambert) {
			actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
		}

		actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
		actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
		actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";

		actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";

		bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");

		if (!force_blinn) {
			actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
		} else {
			actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
		}

		actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
		actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
		actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
		actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
		actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
		actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
		actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";

		actions.sampler_array_name = "material_samplers";
		actions.base_texture_binding_index = 1;
		actions.texture_layout_set = MATERIAL_UNIFORM_SET;
		actions.base_uniform_string = "material.";
		actions.base_varying_index = 10;

		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_variables.data";
		actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";

		shader.compiler.initialize(actions);
	}

	//render list
	render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
	render_list.init();
	render_pass = 0;

	scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));

	{
		//default material and shader
		default_shader = storage->shader_create();
		storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
		default_material = storage->material_create();
		storage->material_set_shader(default_material, default_shader);

		MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
		default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
		if (!low_end) {
			default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
		}
	}

	{
		overdraw_material_shader = storage->shader_create();
		storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
		overdraw_material = storage->material_create();
		storage->material_set_shader(overdraw_material, overdraw_material_shader);

		wireframe_material_shader = storage->shader_create();
		storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
		wireframe_material = storage->material_create();
		storage->material_set_shader(wireframe_material, wireframe_material_shader);
	}

	{
		default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
		Vector<RD::Uniform> uniforms;
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		u.ids.push_back(default_vec4_xform_buffer);
		u.binding = 0;
		uniforms.push_back(u);

		default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
	}
	{
		RD::SamplerState sampler;
		sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
		sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
		sampler.enable_compare = true;
		sampler.compare_op = RD::COMPARE_OP_LESS;
		shadow_sampler = RD::get_singleton()->sampler_create(sampler);
	}

	render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
}

RendererSceneRenderForward::~RendererSceneRenderForward() {
	directional_shadow_atlas_set_size(0);

	//clear base uniform set if still valid
	if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
		RD::get_singleton()->free(render_pass_uniform_set);
	}

	if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
		RD::get_singleton()->free(sdfgi_pass_uniform_set);
	}

	RD::get_singleton()->free(default_vec4_xform_buffer);
	RD::get_singleton()->free(shadow_sampler);

	storage->free(wireframe_material_shader);
	storage->free(overdraw_material_shader);
	storage->free(default_shader);

	storage->free(wireframe_material);
	storage->free(overdraw_material);
	storage->free(default_material);

	{
		RD::get_singleton()->free(scene_state.uniform_buffer);
		RD::get_singleton()->free(scene_state.lightmap_buffer);
		RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
		memdelete_arr(scene_state.lightmap_captures);
	}

	while (sdfgi_framebuffer_size_cache.front()) {
		RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
		sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
	}
}
