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Merge pull request #46046 from BastiaanOlij/cleanup_gi

Moving GI and Sky code from RendererSceneRenderRD into separate classes
Rémi Verschelde преди 4 години
родител
ревизия
da8eef486b

+ 126 - 0
servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp

@@ -0,0 +1,126 @@
+/*************************************************************************/
+/*  renderer_scene_environment_rd.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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+
+uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
+
+void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
+	ambient_light = p_color;
+	ambient_source = p_ambient;
+	ambient_light_energy = p_energy;
+	ambient_sky_contribution = p_sky_contribution;
+	reflection_source = p_reflection_source;
+	ao_color = p_ao_color;
+}
+
+void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+	exposure = p_exposure;
+	tone_mapper = p_tone_mapper;
+	if (!auto_exposure && p_auto_exposure) {
+		auto_exposure_version = ++auto_exposure_counter;
+	}
+	auto_exposure = p_auto_exposure;
+	white = p_white;
+	min_luminance = p_min_luminance;
+	max_luminance = p_max_luminance;
+	auto_exp_speed = p_auto_exp_speed;
+	auto_exp_scale = p_auto_exp_scale;
+}
+
+void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
+	ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+	glow_enabled = p_enable;
+	glow_levels = p_levels;
+	glow_intensity = p_intensity;
+	glow_strength = p_strength;
+	glow_mix = p_mix;
+	glow_bloom = p_bloom_threshold;
+	glow_blend_mode = p_blend_mode;
+	glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+	glow_hdr_bleed_scale = p_hdr_bleed_scale;
+	glow_hdr_luminance_cap = p_hdr_luminance_cap;
+}
+
+void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
+	sdfgi_enabled = p_enable;
+	sdfgi_cascades = p_cascades;
+	sdfgi_min_cell_size = p_min_cell_size;
+	sdfgi_use_occlusion = p_use_occlusion;
+	sdfgi_bounce_feedback = p_bounce_feedback;
+	sdfgi_read_sky_light = p_read_sky;
+	sdfgi_energy = p_energy;
+	sdfgi_normal_bias = p_normal_bias;
+	sdfgi_probe_bias = p_probe_bias;
+	sdfgi_y_scale = p_y_scale;
+}
+
+void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
+	fog_enabled = p_enable;
+	fog_light_color = p_light_color;
+	fog_light_energy = p_light_energy;
+	fog_sun_scatter = p_sun_scatter;
+	fog_density = p_density;
+	fog_height = p_height;
+	fog_height_density = p_height_density;
+	fog_aerial_perspective = p_fog_aerial_perspective;
+}
+
+void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+	volumetric_fog_enabled = p_enable;
+	volumetric_fog_density = p_density;
+	volumetric_fog_light = p_light;
+	volumetric_fog_light_energy = p_light_energy;
+	volumetric_fog_length = p_length;
+	volumetric_fog_detail_spread = p_detail_spread;
+	volumetric_fog_gi_inject = p_gi_inject;
+	volumetric_fog_temporal_reprojection = p_temporal_reprojection;
+	volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
+}
+
+void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+	ssr_enabled = p_enable;
+	ssr_max_steps = p_max_steps;
+	ssr_fade_in = p_fade_int;
+	ssr_fade_out = p_fade_out;
+	ssr_depth_tolerance = p_depth_tolerance;
+}
+
+void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+	ssao_enabled = p_enable;
+	ssao_radius = p_radius;
+	ssao_intensity = p_intensity;
+	ssao_power = p_power;
+	ssao_detail = p_detail;
+	ssao_horizon = p_horizon;
+	ssao_sharpness = p_sharpness;
+	ssao_direct_light_affect = p_light_affect;
+	ssao_ao_channel_affect = p_ao_channel_affect;
+}

+ 155 - 0
servers/rendering/renderer_rd/renderer_scene_environment_rd.h

@@ -0,0 +1,155 @@
+/*************************************************************************/
+/*  renderer_scene_environment_rd.h                                      */
+/*************************************************************************/
+/*                       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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+class RendererSceneEnvironmentRD {
+private:
+	static uint64_t auto_exposure_counter;
+
+public:
+	// BG
+	RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
+	RID sky;
+	float sky_custom_fov = 0.0;
+	Basis sky_orientation;
+	Color bg_color;
+	float bg_energy = 1.0;
+	int canvas_max_layer = 0;
+	RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
+	Color ambient_light;
+	float ambient_light_energy = 1.0;
+	float ambient_sky_contribution = 1.0;
+	RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
+	Color ao_color;
+
+	/// Tonemap
+
+	RS::EnvironmentToneMapper tone_mapper;
+	float exposure = 1.0;
+	float white = 1.0;
+	bool auto_exposure = false;
+	float min_luminance = 0.2;
+	float max_luminance = 8.0;
+	float auto_exp_speed = 0.2;
+	float auto_exp_scale = 0.5;
+	uint64_t auto_exposure_version = 0;
+
+	// Fog
+	bool fog_enabled = false;
+	Color fog_light_color = Color(0.5, 0.6, 0.7);
+	float fog_light_energy = 1.0;
+	float fog_sun_scatter = 0.0;
+	float fog_density = 0.001;
+	float fog_height = 0.0;
+	float fog_height_density = 0.0; //can be negative to invert effect
+	float fog_aerial_perspective = 0.0;
+
+	/// Volumetric Fog
+	///
+	bool volumetric_fog_enabled = false;
+	float volumetric_fog_density = 0.01;
+	Color volumetric_fog_light = Color(0, 0, 0);
+	float volumetric_fog_light_energy = 0.0;
+	float volumetric_fog_length = 64.0;
+	float volumetric_fog_detail_spread = 2.0;
+	float volumetric_fog_gi_inject = 0.0;
+	bool volumetric_fog_temporal_reprojection = true;
+	float volumetric_fog_temporal_reprojection_amount = 0.9;
+
+	/// Glow
+
+	bool glow_enabled = false;
+	Vector<float> glow_levels;
+	float glow_intensity = 0.8;
+	float glow_strength = 1.0;
+	float glow_bloom = 0.0;
+	float glow_mix = 0.01;
+	RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
+	float glow_hdr_bleed_threshold = 1.0;
+	float glow_hdr_luminance_cap = 12.0;
+	float glow_hdr_bleed_scale = 2.0;
+
+	/// SSAO
+
+	bool ssao_enabled = false;
+	float ssao_radius = 1.0;
+	float ssao_intensity = 2.0;
+	float ssao_power = 1.5;
+	float ssao_detail = 0.5;
+	float ssao_horizon = 0.06;
+	float ssao_sharpness = 0.98;
+	float ssao_direct_light_affect = 0.0;
+	float ssao_ao_channel_affect = 0.0;
+
+	/// SSR
+	///
+	bool ssr_enabled = false;
+	int ssr_max_steps = 64;
+	float ssr_fade_in = 0.15;
+	float ssr_fade_out = 2.0;
+	float ssr_depth_tolerance = 0.2;
+
+	/// SDFGI
+	bool sdfgi_enabled = false;
+	RS::EnvironmentSDFGICascades sdfgi_cascades;
+	float sdfgi_min_cell_size = 0.2;
+	bool sdfgi_use_occlusion = false;
+	float sdfgi_bounce_feedback = 0.0;
+	bool sdfgi_read_sky_light = false;
+	float sdfgi_energy = 1.0;
+	float sdfgi_normal_bias = 1.1;
+	float sdfgi_probe_bias = 1.1;
+	RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+	/// Adjustments
+
+	bool adjustments_enabled = false;
+	float adjustments_brightness = 1.0f;
+	float adjustments_contrast = 1.0f;
+	float adjustments_saturation = 1.0f;
+	bool use_1d_color_correction = false;
+	RID color_correction = RID();
+
+	void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color);
+	void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+	void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
+	void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
+	void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective);
+	void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+	void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
+	void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
+};
+
+#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */

+ 3383 - 0
servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp

@@ -0,0 +1,3383 @@
+/*************************************************************************/
+/*  renderer_scene_gi_rd.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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "renderer_scene_gi_rd.h"
+
+#include "core/config/project_settings.h"
+#include "renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
+
+////////////////////////////////////////////////////////////////////////////////
+// SDFGI
+
+void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
+	storage = p_gi->storage;
+	gi = p_gi;
+	cascade_mode = p_env->sdfgi_cascades;
+	min_cell_size = p_env->sdfgi_min_cell_size;
+	uses_occlusion = p_env->sdfgi_use_occlusion;
+	y_scale_mode = p_env->sdfgi_y_scale;
+	static const float y_scale[3] = { 1.0, 1.5, 2.0 };
+	y_mult = y_scale[y_scale_mode];
+	static const int cascasde_size[3] = { 4, 6, 8 };
+	cascades.resize(cascasde_size[cascade_mode]);
+	probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
+	solid_cell_ratio = gi->sdfgi_solid_cell_ratio;
+	solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio);
+
+	float base_cell_size = min_cell_size;
+
+	RD::TextureFormat tf_sdf;
+	tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
+	tf_sdf.width = cascade_size; // Always 64x64
+	tf_sdf.height = cascade_size;
+	tf_sdf.depth = cascade_size;
+	tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
+	tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+	{
+		RD::TextureFormat tf_render = tf_sdf;
+		tf_render.format = RD::DATA_FORMAT_R16_UINT;
+		render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+		tf_render.format = RD::DATA_FORMAT_R32_UINT;
+		render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+		render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+		tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
+
+		for (int i = 0; i < 8; i++) {
+			render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+		}
+
+		tf_render.format = RD::DATA_FORMAT_R32_UINT;
+		render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+		tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
+		render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+		render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+		tf_render.width /= 2;
+		tf_render.height /= 2;
+		tf_render.depth /= 2;
+
+		render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+		render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+	}
+
+	RD::TextureFormat tf_occlusion = tf_sdf;
+	tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
+	tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
+	tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
+	tf_occlusion.depth *= cascades.size(); //use depth for occlusion slices
+	tf_occlusion.width *= 2; //use width for the other half
+
+	RD::TextureFormat tf_light = tf_sdf;
+	tf_light.format = RD::DATA_FORMAT_R32_UINT;
+	tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+	tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+
+	RD::TextureFormat tf_aniso0 = tf_sdf;
+	tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+	RD::TextureFormat tf_aniso1 = tf_sdf;
+	tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
+
+	int passes = nearest_shift(cascade_size) - 1;
+
+	//store lightprobe SH
+	RD::TextureFormat tf_probes;
+	tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+	tf_probes.width = probe_axis_count * probe_axis_count;
+	tf_probes.height = probe_axis_count * SDFGI::SH_SIZE;
+	tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+	tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+
+	history_size = p_requested_history_size;
+
+	RD::TextureFormat tf_probe_history = tf_probes;
+	tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
+	tf_probe_history.array_layers = history_size;
+
+	RD::TextureFormat tf_probe_average = tf_probes;
+	tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
+	tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
+
+	lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+	lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+
+	{
+		//octahedral lightprobes
+		RD::TextureFormat tf_octprobes = tf_probes;
+		tf_octprobes.array_layers = cascades.size() * 2;
+		tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
+		tf_octprobes.width = probe_axis_count * probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+		tf_octprobes.height = probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+		tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+		tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+		//lightprobe texture is an octahedral texture
+
+		lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
+		RD::TextureView tv;
+		tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+		lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
+
+		//texture handling ambient data, to integrate with volumetric foc
+		RD::TextureFormat tf_ambient = tf_probes;
+		tf_ambient.array_layers = cascades.size();
+		tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
+		tf_ambient.width = probe_axis_count * probe_axis_count;
+		tf_ambient.height = probe_axis_count;
+		tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+		//lightprobe texture is an octahedral texture
+		ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
+	}
+
+	cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
+
+	occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
+	{
+		RD::TextureView tv;
+		tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
+		occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
+	}
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		SDFGI::Cascade &cascade = cascades[i];
+
+		/* 3D Textures */
+
+		cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
+
+		cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
+
+		cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
+		cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
+
+		{
+			RD::TextureView tv;
+			tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+			cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
+
+			RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+			RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+			RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		}
+
+		cascade.cell_size = base_cell_size;
+		Vector3 world_position = p_world_position;
+		world_position.y *= y_mult;
+		int32_t probe_cells = cascade_size / SDFGI::PROBE_DIVISOR;
+		Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
+		Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
+		cascade.position = probe_pos * probe_cells;
+
+		cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+
+		base_cell_size *= 2.0;
+
+		/* Probe History */
+
+		cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+		RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
+
+		cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+		RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
+
+		/* Buffers */
+
+		cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count);
+		cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
+		cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
+		{
+			Vector<RD::Uniform> uniforms;
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 1;
+				u.ids.push_back(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 2;
+				u.ids.push_back(render_albedo);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 3;
+				for (int j = 0; j < 8; j++) {
+					u.ids.push_back(render_occlusion[j]);
+				}
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 4;
+				u.ids.push_back(render_emission);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 5;
+				u.ids.push_back(render_emission_aniso);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 6;
+				u.ids.push_back(render_geom_facing);
+				uniforms.push_back(u);
+			}
+
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 7;
+				u.ids.push_back(cascade.sdf_tex);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 8;
+				u.ids.push_back(occlusion_data);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+				u.binding = 10;
+				u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+				u.binding = 11;
+				u.ids.push_back(cascade.solid_cell_buffer);
+				uniforms.push_back(u);
+			}
+
+			cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0);
+		}
+
+		{
+			Vector<RD::Uniform> uniforms;
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 1;
+				u.ids.push_back(render_albedo);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 2;
+				u.ids.push_back(render_geom_facing);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 3;
+				u.ids.push_back(render_emission);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 4;
+				u.ids.push_back(render_emission_aniso);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+				u.binding = 5;
+				u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+				u.binding = 6;
+				u.ids.push_back(cascade.solid_cell_buffer);
+				uniforms.push_back(u);
+			}
+
+			cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0);
+		}
+		{
+			Vector<RD::Uniform> uniforms;
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 1;
+				for (int j = 0; j < 8; j++) {
+					u.ids.push_back(render_occlusion[j]);
+				}
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 2;
+				u.ids.push_back(occlusion_data);
+				uniforms.push_back(u);
+			}
+
+			cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
+		}
+	}
+
+	//direct light
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		SDFGI::Cascade &cascade = cascades[i];
+
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.binding = 1;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (j < cascades.size()) {
+					u.ids.push_back(cascades[j].sdf_tex);
+				} 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 = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+			u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 4;
+			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+			u.ids.push_back(cascade.solid_cell_buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 5;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.ids.push_back(cascade.light_data);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 6;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.ids.push_back(cascade.light_aniso_0_tex);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 7;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.ids.push_back(cascade.light_aniso_1_tex);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 8;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.ids.push_back(cascades_ubo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 9;
+			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+			u.ids.push_back(cascade.lights_buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 10;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(lightprobe_texture);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 11;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(occlusion_texture);
+			uniforms.push_back(u);
+		}
+
+		cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+	}
+
+	//preprocess initialize uniform set
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_albedo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			u.ids.push_back(render_sdf[0]);
+			uniforms.push_back(u);
+		}
+
+		sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
+	}
+
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_albedo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			u.ids.push_back(render_sdf_half[0]);
+			uniforms.push_back(u);
+		}
+
+		sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
+	}
+
+	//jump flood uniform set
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_sdf[0]);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			u.ids.push_back(render_sdf[1]);
+			uniforms.push_back(u);
+		}
+
+		jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+		SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+		jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+	}
+	//jump flood half uniform set
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_sdf_half[0]);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			u.ids.push_back(render_sdf_half[1]);
+			uniforms.push_back(u);
+		}
+
+		jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+		SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+		jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+	}
+
+	//upscale half size sdf
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_albedo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			u.ids.push_back(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 3;
+			u.ids.push_back(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
+			uniforms.push_back(u);
+		}
+
+		upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
+		sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
+	}
+
+	//occlusion uniform set
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 1;
+			u.ids.push_back(render_albedo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 2;
+			for (int i = 0; i < 8; i++) {
+				u.ids.push_back(render_occlusion[i]);
+			}
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 3;
+			u.ids.push_back(render_geom_facing);
+			uniforms.push_back(u);
+		}
+
+		occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0);
+	}
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		//integrate uniform
+
+		Vector<RD::Uniform> uniforms;
+
+		{
+			RD::Uniform u;
+			u.binding = 1;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (j < cascades.size()) {
+					u.ids.push_back(cascades[j].sdf_tex);
+				} 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 = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (j < cascades.size()) {
+					u.ids.push_back(cascades[j].light_tex);
+				} 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 = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (j < cascades.size()) {
+					u.ids.push_back(cascades[j].light_aniso_0_tex);
+				} 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 = 4;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (j < cascades.size()) {
+					u.ids.push_back(cascades[j].light_aniso_1_tex);
+				} else {
+					u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+				}
+			}
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.binding = 6;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.binding = 7;
+			u.ids.push_back(cascades_ubo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 8;
+			u.ids.push_back(lightprobe_data);
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 9;
+			u.ids.push_back(cascades[i].lightprobe_history_tex);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 10;
+			u.ids.push_back(cascades[i].lightprobe_average_tex);
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 11;
+			u.ids.push_back(lightprobe_history_scroll);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 12;
+			u.ids.push_back(lightprobe_average_scroll);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 13;
+			RID parent_average;
+			if (i < cascades.size() - 1) {
+				parent_average = cascades[i + 1].lightprobe_average_tex;
+			} else {
+				parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
+			}
+			u.ids.push_back(parent_average);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 14;
+			u.ids.push_back(ambient_texture);
+			uniforms.push_back(u);
+		}
+
+		cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0);
+	}
+
+	bounce_feedback = p_env->sdfgi_bounce_feedback;
+	energy = p_env->sdfgi_energy;
+	normal_bias = p_env->sdfgi_normal_bias;
+	probe_bias = p_env->sdfgi_probe_bias;
+	reads_sky = p_env->sdfgi_read_sky_light;
+}
+
+void RendererSceneGIRD::SDFGI::erase() {
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		const SDFGI::Cascade &c = cascades[i];
+		RD::get_singleton()->free(c.light_data);
+		RD::get_singleton()->free(c.light_aniso_0_tex);
+		RD::get_singleton()->free(c.light_aniso_1_tex);
+		RD::get_singleton()->free(c.sdf_tex);
+		RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
+		RD::get_singleton()->free(c.solid_cell_buffer);
+		RD::get_singleton()->free(c.lightprobe_history_tex);
+		RD::get_singleton()->free(c.lightprobe_average_tex);
+		RD::get_singleton()->free(c.lights_buffer);
+	}
+
+	RD::get_singleton()->free(render_albedo);
+	RD::get_singleton()->free(render_emission);
+	RD::get_singleton()->free(render_emission_aniso);
+
+	RD::get_singleton()->free(render_sdf[0]);
+	RD::get_singleton()->free(render_sdf[1]);
+
+	RD::get_singleton()->free(render_sdf_half[0]);
+	RD::get_singleton()->free(render_sdf_half[1]);
+
+	for (int i = 0; i < 8; i++) {
+		RD::get_singleton()->free(render_occlusion[i]);
+	}
+
+	RD::get_singleton()->free(render_geom_facing);
+
+	RD::get_singleton()->free(lightprobe_data);
+	RD::get_singleton()->free(lightprobe_history_scroll);
+	RD::get_singleton()->free(occlusion_data);
+	RD::get_singleton()->free(ambient_texture);
+
+	RD::get_singleton()->free(cascades_ubo);
+}
+
+void RendererSceneGIRD::SDFGI::update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position) {
+	bounce_feedback = p_env->sdfgi_bounce_feedback;
+	energy = p_env->sdfgi_energy;
+	normal_bias = p_env->sdfgi_normal_bias;
+	probe_bias = p_env->sdfgi_probe_bias;
+	reads_sky = p_env->sdfgi_read_sky_light;
+
+	int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		SDFGI::Cascade &cascade = cascades[i];
+		cascade.dirty_regions = Vector3i();
+
+		Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
+		probe_half_size = Vector3(0, 0, 0);
+
+		Vector3 world_position = p_world_position;
+		world_position.y *= y_mult;
+		Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
+
+		for (int j = 0; j < 3; j++) {
+			if (pos_in_cascade[j] < cascade.position[j]) {
+				while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
+					cascade.position[j] -= drag_margin * 2;
+					cascade.dirty_regions[j] += drag_margin * 2;
+				}
+			} else if (pos_in_cascade[j] > cascade.position[j]) {
+				while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
+					cascade.position[j] += drag_margin * 2;
+					cascade.dirty_regions[j] -= drag_margin * 2;
+				}
+			}
+
+			if (cascade.dirty_regions[j] == 0) {
+				continue; // not dirty
+			} else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) {
+				//moved too much, just redraw everything (make all dirty)
+				cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+				break;
+			}
+		}
+
+		if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+			//see how much the total dirty volume represents from the total volume
+			uint32_t total_volume = cascade_size * cascade_size * cascade_size;
+			uint32_t safe_volume = 1;
+			for (int j = 0; j < 3; j++) {
+				safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]);
+			}
+			uint32_t dirty_volume = total_volume - safe_volume;
+			if (dirty_volume > (safe_volume / 2)) {
+				//more than half the volume is dirty, make all dirty so its only rendered once
+				cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+			}
+		}
+	}
+}
+
+void RendererSceneGIRD::SDFGI::update_light() {
+	RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
+
+	/* Update dynamic light */
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
+
+	SDGIShader::DirectLightPushConstant push_constant;
+
+	push_constant.grid_size[0] = cascade_size;
+	push_constant.grid_size[1] = cascade_size;
+	push_constant.grid_size[2] = cascade_size;
+	push_constant.max_cascades = cascades.size();
+	push_constant.probe_axis_size = probe_axis_count;
+	push_constant.bounce_feedback = bounce_feedback;
+	push_constant.y_mult = y_mult;
+	push_constant.use_occlusion = uses_occlusion;
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		SDFGI::Cascade &cascade = cascades[i];
+		push_constant.light_count = cascade_dynamic_light_count[i];
+		push_constant.cascade = i;
+
+		if (cascades[i].all_dynamic_lights_dirty || gi->sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
+			push_constant.process_offset = 0;
+			push_constant.process_increment = 1;
+		} else {
+			static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
+				1, 2, 4, 8, 16
+			};
+
+			uint32_t frames_to_update = frames_to_update_table[gi->sdfgi_frames_to_update_light];
+
+			push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
+			push_constant.process_increment = frames_to_update;
+		}
+		cascades[i].all_dynamic_lights_dirty = false;
+
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
+		RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
+	}
+	RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+	RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+	RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
+
+	SDGIShader::IntegratePushConstant push_constant;
+	push_constant.grid_size[1] = cascade_size;
+	push_constant.grid_size[2] = cascade_size;
+	push_constant.grid_size[0] = cascade_size;
+	push_constant.max_cascades = cascades.size();
+	push_constant.probe_axis_size = probe_axis_count;
+	push_constant.history_index = render_pass % history_size;
+	push_constant.history_size = history_size;
+	static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+	push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+	push_constant.ray_bias = probe_bias;
+	push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+	push_constant.image_size[1] = probe_axis_count;
+	push_constant.store_ambient_texture = p_env->volumetric_fog_enabled;
+
+	RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
+	push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
+	push_constant.y_mult = y_mult;
+
+	if (reads_sky && p_env) {
+		push_constant.sky_energy = p_env->bg_energy;
+
+		if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
+			push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+			Color c = storage->get_default_clear_color().to_linear();
+			push_constant.sky_color[0] = c.r;
+			push_constant.sky_color[1] = c.g;
+			push_constant.sky_color[2] = c.b;
+		} else if (p_env->background == RS::ENV_BG_COLOR) {
+			push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+			Color c = p_env->bg_color;
+			push_constant.sky_color[0] = c.r;
+			push_constant.sky_color[1] = c.g;
+			push_constant.sky_color[2] = c.b;
+
+		} else if (p_env->background == RS::ENV_BG_SKY) {
+			if (p_sky && p_sky->radiance.is_valid()) {
+				if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) {
+					Vector<RD::Uniform> uniforms;
+
+					{
+						RD::Uniform u;
+						u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+						u.binding = 0;
+						u.ids.push_back(p_sky->radiance);
+						uniforms.push_back(u);
+					}
+
+					{
+						RD::Uniform u;
+						u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+						u.binding = 1;
+						u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+						uniforms.push_back(u);
+					}
+
+					integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
+				}
+				sky_uniform_set = integrate_sky_uniform_set;
+				push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY;
+			}
+		}
+	}
+
+	render_pass++;
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]);
+
+	int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		push_constant.cascade = i;
+		push_constant.world_offset[0] = cascades[i].position.x / probe_divisor;
+		push_constant.world_offset[1] = cascades[i].position.y / probe_divisor;
+		push_constant.world_offset[2] = cascades[i].position.z / probe_divisor;
+
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
+
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+	}
+
+	//end later after raster to avoid barriering on layout changes
+	//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+	RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::store_probes() {
+	RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
+	RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
+
+	SDGIShader::IntegratePushConstant push_constant;
+	push_constant.grid_size[1] = cascade_size;
+	push_constant.grid_size[2] = cascade_size;
+	push_constant.grid_size[0] = cascade_size;
+	push_constant.max_cascades = cascades.size();
+	push_constant.probe_axis_size = probe_axis_count;
+	push_constant.history_index = render_pass % history_size;
+	push_constant.history_size = history_size;
+	static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+	push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+	push_constant.ray_bias = probe_bias;
+	push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+	push_constant.image_size[1] = probe_axis_count;
+	push_constant.store_ambient_texture = false;
+
+	push_constant.sky_mode = 0;
+	push_constant.y_mult = y_mult;
+
+	// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
+	RENDER_TIMESTAMP("Average Probes");
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
+
+	//convert to octahedral to store
+	push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+	push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		push_constant.cascade = i;
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+	}
+
+	RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+	RD::get_singleton()->draw_command_end_label();
+}
+
+int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
+	int dirty_count = 0;
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		const SDFGI::Cascade &c = cascades[i];
+
+		if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
+			if (dirty_count == p_region) {
+				r_local_offset = Vector3i();
+				r_local_size = Vector3i(1, 1, 1) * cascade_size;
+
+				r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+				r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+				return i;
+			}
+			dirty_count++;
+		} else {
+			for (int j = 0; j < 3; j++) {
+				if (c.dirty_regions[j] != 0) {
+					if (dirty_count == p_region) {
+						Vector3i from = Vector3i(0, 0, 0);
+						Vector3i to = Vector3i(1, 1, 1) * cascade_size;
+
+						if (c.dirty_regions[j] > 0) {
+							//fill from the beginning
+							to[j] = c.dirty_regions[j];
+						} else {
+							//fill from the end
+							from[j] = to[j] + c.dirty_regions[j];
+						}
+
+						for (int k = 0; k < j; k++) {
+							// "chip" away previous regions to avoid re-voxelizing the same thing
+							if (c.dirty_regions[k] > 0) {
+								from[k] += c.dirty_regions[k];
+							} else if (c.dirty_regions[k] < 0) {
+								to[k] += c.dirty_regions[k];
+							}
+						}
+
+						r_local_offset = from;
+						r_local_size = to - from;
+
+						r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+						r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+
+						return i;
+					}
+
+					dirty_count++;
+				}
+			}
+		}
+	}
+	return -1;
+}
+
+void RendererSceneGIRD::SDFGI::update_cascades() {
+	//update cascades
+	SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
+	int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+
+		cascade_data[i].offset[0] = pos.x;
+		cascade_data[i].offset[1] = pos.y;
+		cascade_data[i].offset[2] = pos.z;
+		cascade_data[i].to_cell = 1.0 / cascades[i].cell_size;
+		cascade_data[i].probe_offset[0] = cascades[i].position.x / probe_divisor;
+		cascade_data[i].probe_offset[1] = cascades[i].position.y / probe_divisor;
+		cascade_data[i].probe_offset[2] = cascades[i].position.z / probe_divisor;
+		cascade_data[i].pad = 0;
+	}
+
+	RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
+}
+
+void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
+	// !BAS! Need to find a nicer way then adding width/height/renderbuffer/texture as parameters
+
+	if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.binding = 1;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+				if (i < cascades.size()) {
+					u.ids.push_back(cascades[i].sdf_tex);
+				} 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 = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+				if (i < cascades.size()) {
+					u.ids.push_back(cascades[i].light_tex);
+				} 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 = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+				if (i < cascades.size()) {
+					u.ids.push_back(cascades[i].light_aniso_0_tex);
+				} 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 = 4;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+				if (i < cascades.size()) {
+					u.ids.push_back(cascades[i].light_aniso_1_tex);
+				} 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 = 5;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(occlusion_texture);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 8;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 9;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.ids.push_back(cascades_ubo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 10;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.ids.push_back(p_texture);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 11;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(lightprobe_texture);
+			uniforms.push_back(u);
+		}
+		debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
+	}
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+
+	SDGIShader::DebugPushConstant push_constant;
+	push_constant.grid_size[0] = cascade_size;
+	push_constant.grid_size[1] = cascade_size;
+	push_constant.grid_size[2] = cascade_size;
+	push_constant.max_cascades = cascades.size();
+	push_constant.screen_size[0] = p_width;
+	push_constant.screen_size[1] = p_height;
+	push_constant.probe_axis_size = probe_axis_count;
+	push_constant.use_occlusion = uses_occlusion;
+	push_constant.y_mult = y_mult;
+
+	Vector2 vp_half = p_projection.get_viewport_half_extents();
+	push_constant.cam_extent[0] = vp_half.x;
+	push_constant.cam_extent[1] = vp_half.y;
+	push_constant.cam_extent[2] = -p_projection.get_z_near();
+
+	push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
+	push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
+	push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
+	push_constant.cam_transform[3] = 0;
+	push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
+	push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
+	push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
+	push_constant.cam_transform[7] = 0;
+	push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
+	push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
+	push_constant.cam_transform[10] = p_transform.basis.elements[2][2];
+	push_constant.cam_transform[11] = 0;
+	push_constant.cam_transform[12] = p_transform.origin.x;
+	push_constant.cam_transform[13] = p_transform.origin.y;
+	push_constant.cam_transform[14] = p_transform.origin.z;
+	push_constant.cam_transform[15] = 1;
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant));
+
+	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
+	RD::get_singleton()->compute_list_end();
+
+	Size2 rtsize = storage->render_target_get_size(p_render_target);
+	storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
+}
+
+void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
+	SDGIShader::DebugProbesPushConstant push_constant;
+
+	for (int i = 0; i < 4; i++) {
+		for (int j = 0; j < 4; j++) {
+			push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
+		}
+	}
+
+	//gen spheres from strips
+	uint32_t band_points = 16;
+	push_constant.band_power = 4;
+	push_constant.sections_in_band = ((band_points / 2) - 1);
+	push_constant.band_mask = band_points - 2;
+	push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
+	push_constant.y_mult = y_mult;
+
+	uint32_t total_points = push_constant.sections_in_band * band_points;
+	uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count;
+
+	push_constant.grid_size[0] = cascade_size;
+	push_constant.grid_size[1] = cascade_size;
+	push_constant.grid_size[2] = cascade_size;
+	push_constant.cascade = 0;
+
+	push_constant.probe_axis_size = probe_axis_count;
+
+	if (!debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.binding = 1;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.ids.push_back(cascades_ubo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(lightprobe_texture);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.binding = 4;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.ids.push_back(occlusion_texture);
+			uniforms.push_back(u);
+		}
+
+		debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0);
+	}
+
+	RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+	RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
+	RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
+
+	if (gi->sdfgi_debug_probe_dir != Vector3()) {
+		print_line("CLICK DEBUG ME?");
+		uint32_t cascade = 0;
+		Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
+		Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
+		Vector3 ray_from = gi->sdfgi_debug_probe_pos;
+		Vector3 ray_to = gi->sdfgi_debug_probe_pos + gi->sdfgi_debug_probe_dir * cascades[cascade].cell_size * Math::sqrt(3.0) * cascade_size;
+		float sphere_radius = 0.2;
+		float closest_dist = 1e20;
+		gi->sdfgi_debug_probe_enabled = false;
+
+		Vector3i probe_from = cascades[cascade].position / (cascade_size / SDFGI::PROBE_DIVISOR);
+		for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
+			for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
+				for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
+					Vector3 pos = offset + probe_size * Vector3(i, j, k);
+					Vector3 res;
+					if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
+						float d = ray_from.distance_to(res);
+						if (d < closest_dist) {
+							closest_dist = d;
+							gi->sdfgi_debug_probe_enabled = true;
+							gi->sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
+						}
+					}
+				}
+			}
+		}
+
+		if (gi->sdfgi_debug_probe_enabled) {
+			print_line("found: " + gi->sdfgi_debug_probe_index);
+		} else {
+			print_line("no found");
+		}
+		gi->sdfgi_debug_probe_dir = Vector3();
+	}
+
+	if (gi->sdfgi_debug_probe_enabled) {
+		uint32_t cascade = 0;
+		uint32_t probe_cells = (cascade_size / SDFGI::PROBE_DIVISOR);
+		Vector3i probe_from = cascades[cascade].position / probe_cells;
+		Vector3i ofs = gi->sdfgi_debug_probe_index - probe_from;
+		if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
+			return;
+		}
+		if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
+			return;
+		}
+
+		uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
+		uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
+
+		push_constant.probe_debug_index = index;
+
+		uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
+
+		RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+		RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+		RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
+		RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
+	}
+}
+
+void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render) {
+	/* Update general SDFGI Buffer */
+
+	SDFGIData sdfgi_data;
+
+	sdfgi_data.grid_size[0] = cascade_size;
+	sdfgi_data.grid_size[1] = cascade_size;
+	sdfgi_data.grid_size[2] = cascade_size;
+
+	sdfgi_data.max_cascades = cascades.size();
+	sdfgi_data.probe_axis_size = probe_axis_count;
+	sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
+	sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
+	sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
+
+	float csize = cascade_size;
+	sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
+	sdfgi_data.use_occlusion = uses_occlusion;
+	//sdfgi_data.energy = energy;
+
+	sdfgi_data.y_mult = y_mult;
+
+	float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
+	float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
+	sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
+	sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
+	sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
+	sdfgi_data.normal_bias = (normal_bias / csize) * sdfgi_data.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::LIGHTPROBE_OCT_SIZE;
+
+	sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
+	sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
+	sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
+
+	sdfgi_data.energy = energy;
+
+	sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
+	sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
+	sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
+
+	sdfgi_data.occlusion_renormalize[0] = 0.5;
+	sdfgi_data.occlusion_renormalize[1] = 1.0;
+	sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
+
+	int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+	for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
+		SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
+		Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+		Vector3 cam_origin = p_transform.origin;
+		cam_origin.y *= y_mult;
+		pos -= cam_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 / (float(cascade_size) * cascades[i].cell_size / float(probe_axis_count - 1));
+
+		Vector3i probe_ofs = cascades[i].position / probe_divisor;
+		c.probe_world_offset[0] = probe_ofs.x;
+		c.probe_world_offset[1] = probe_ofs.y;
+		c.probe_world_offset[2] = probe_ofs.z;
+
+		c.to_cell = 1.0 / cascades[i].cell_size;
+	}
+
+	RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
+
+	/* Update dynamic lights in SDFGI cascades */
+
+	for (uint32_t i = 0; i < cascades.size(); i++) {
+		SDFGI::Cascade &cascade = cascades[i];
+
+		SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
+		uint32_t idx = 0;
+		for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) {
+			if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+				break;
+			}
+
+			RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
+			ERR_CONTINUE(!li);
+
+			if (storage->light_directional_is_sky_only(li->light)) {
+				continue;
+			}
+
+			Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+			dir.y *= y_mult;
+			dir.normalize();
+			lights[idx].direction[0] = dir.x;
+			lights[idx].direction[1] = dir.y;
+			lights[idx].direction[2] = dir.z;
+			Color color = storage->light_get_color(li->light);
+			color = color.to_linear();
+			lights[idx].color[0] = color.r;
+			lights[idx].color[1] = color.g;
+			lights[idx].color[2] = color.b;
+			lights[idx].type = RS::LIGHT_DIRECTIONAL;
+			lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+			lights[idx].has_shadow = storage->light_has_shadow(li->light);
+
+			idx++;
+		}
+
+		AABB cascade_aabb;
+		cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size;
+		cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size;
+
+		for (uint32_t j = 0; j < p_scene_render->render_state.sdfgi_update_data->positional_light_count; j++) {
+			if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+				break;
+			}
+
+			RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
+			ERR_CONTINUE(!li);
+
+			uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+			if (i > max_sdfgi_cascade) {
+				continue;
+			}
+
+			if (!cascade_aabb.intersects(li->aabb)) {
+				continue;
+			}
+
+			Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+			//faster to not do this here
+			//dir.y *= y_mult;
+			//dir.normalize();
+			lights[idx].direction[0] = dir.x;
+			lights[idx].direction[1] = dir.y;
+			lights[idx].direction[2] = dir.z;
+			Vector3 pos = li->transform.origin;
+			pos.y *= y_mult;
+			lights[idx].position[0] = pos.x;
+			lights[idx].position[1] = pos.y;
+			lights[idx].position[2] = pos.z;
+			Color color = storage->light_get_color(li->light);
+			color = color.to_linear();
+			lights[idx].color[0] = color.r;
+			lights[idx].color[1] = color.g;
+			lights[idx].color[2] = color.b;
+			lights[idx].type = storage->light_get_type(li->light);
+			lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+			lights[idx].has_shadow = storage->light_has_shadow(li->light);
+			lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+			lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+			lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+			lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+			idx++;
+		}
+
+		if (idx > 0) {
+			RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE);
+		}
+
+		cascade_dynamic_light_count[i] = idx;
+	}
+}
+
+void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+	//print_line("rendering region " + itos(p_region));
+	RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+	ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+	AABB bounds;
+	Vector3i from;
+	Vector3i size;
+
+	int cascade_prev = get_pending_region_data(p_region - 1, from, size, bounds);
+	int cascade_next = get_pending_region_data(p_region + 1, from, size, bounds);
+	int cascade = get_pending_region_data(p_region, from, size, bounds);
+	ERR_FAIL_COND(cascade < 0);
+
+	if (cascade_prev != cascade) {
+		//initialize render
+		RD::get_singleton()->texture_clear(render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		RD::get_singleton()->texture_clear(render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		RD::get_singleton()->texture_clear(render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		RD::get_singleton()->texture_clear(render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
+	}
+
+	//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
+	p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing);
+
+	if (cascade_next != cascade) {
+		RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
+
+		RENDER_TIMESTAMP(">SDFGI Update SDF");
+		//done rendering! must update SDF
+		//clear dispatch indirect data
+
+		SDGIShader::PreprocessPushConstant push_constant;
+		zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+
+		RENDER_TIMESTAMP("Scroll SDF");
+
+		//scroll
+		if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+			//for scroll
+			Vector3i dirty = cascades[cascade].dirty_regions;
+			push_constant.scroll[0] = dirty.x;
+			push_constant.scroll[1] = dirty.y;
+			push_constant.scroll[2] = dirty.z;
+		} else {
+			//for no scroll
+			push_constant.scroll[0] = 0;
+			push_constant.scroll[1] = 0;
+			push_constant.scroll[2] = 0;
+		}
+
+		cascades[cascade].all_dynamic_lights_dirty = true;
+
+		push_constant.grid_size = cascade_size;
+		push_constant.cascade = cascade;
+
+		if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+			//must pre scroll existing data because not all is dirty
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0);
+
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0);
+			// no barrier do all together
+
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0);
+
+			Vector3i dirty = cascades[cascade].dirty_regions;
+			Vector3i groups;
+			groups.x = cascade_size - ABS(dirty.x);
+			groups.y = cascade_size - ABS(dirty.y);
+			groups.z = cascade_size - ABS(dirty.z);
+
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
+
+			//no barrier, continue together
+
+			{
+				//scroll probes and their history also
+
+				SDGIShader::IntegratePushConstant ipush_constant;
+				ipush_constant.grid_size[1] = cascade_size;
+				ipush_constant.grid_size[2] = cascade_size;
+				ipush_constant.grid_size[0] = cascade_size;
+				ipush_constant.max_cascades = cascades.size();
+				ipush_constant.probe_axis_size = probe_axis_count;
+				ipush_constant.history_index = 0;
+				ipush_constant.history_size = history_size;
+				ipush_constant.ray_count = 0;
+				ipush_constant.ray_bias = 0;
+				ipush_constant.sky_mode = 0;
+				ipush_constant.sky_energy = 0;
+				ipush_constant.sky_color[0] = 0;
+				ipush_constant.sky_color[1] = 0;
+				ipush_constant.sky_color[2] = 0;
+				ipush_constant.y_mult = y_mult;
+				ipush_constant.store_ambient_texture = false;
+
+				ipush_constant.image_size[0] = probe_axis_count * probe_axis_count;
+				ipush_constant.image_size[1] = probe_axis_count;
+
+				int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+				ipush_constant.cascade = cascade;
+				ipush_constant.world_offset[0] = cascades[cascade].position.x / probe_divisor;
+				ipush_constant.world_offset[1] = cascades[cascade].position.y / probe_divisor;
+				ipush_constant.world_offset[2] = cascades[cascade].position.z / probe_divisor;
+
+				ipush_constant.scroll[0] = dirty.x / probe_divisor;
+				ipush_constant.scroll[1] = dirty.y / probe_divisor;
+				ipush_constant.scroll[2] = dirty.z / probe_divisor;
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+				RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
+				RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+				RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+				RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
+				RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+				RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+				if (bounce_feedback > 0.0) {
+					//multibounce requires this to be stored so direct light can read from it
+
+					RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
+
+					//convert to octahedral to store
+					ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+					ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
+					RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+				}
+			}
+
+			//ok finally barrier
+			RD::get_singleton()->compute_list_end();
+		}
+
+		//clear dispatch indirect data
+		uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
+		RD::get_singleton()->buffer_update(cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
+
+		RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+		bool half_size = true; //much faster, very little difference
+		static const int optimized_jf_group_size = 8;
+
+		if (half_size) {
+			push_constant.grid_size >>= 1;
+
+			uint32_t cascade_half_size = cascade_size >> 1;
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0);
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+			RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+			//must start with regular jumpflood
+
+			push_constant.half_size = true;
+			{
+				RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
+
+				uint32_t s = cascade_half_size;
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+				int jf_us = 0;
+				//start with regular jump flood for very coarse reads, as this is impossible to optimize
+				while (s > 1) {
+					s /= 2;
+					push_constant.step_size = s;
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+					RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+					RD::get_singleton()->compute_list_add_barrier(compute_list);
+					jf_us = jf_us == 0 ? 1 : 0;
+
+					if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
+						break;
+					}
+				}
+
+				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
+
+				//continue with optimized jump flood for smaller reads
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+				while (s > 1) {
+					s /= 2;
+					push_constant.step_size = s;
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+					RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+					RD::get_singleton()->compute_list_add_barrier(compute_list);
+					jf_us = jf_us == 0 ? 1 : 0;
+				}
+			}
+
+			// restore grid size for last passes
+			push_constant.grid_size = cascade_size;
+
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0);
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+			RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+			//run one pass of fullsize jumpflood to fix up half size arctifacts
+
+			push_constant.half_size = false;
+			push_constant.step_size = 1;
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0);
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+			RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+		} else {
+			//full size jumpflood
+			RENDER_TIMESTAMP("SDFGI Jump Flood");
+
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+			RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+			push_constant.half_size = false;
+			{
+				uint32_t s = cascade_size;
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+				int jf_us = 0;
+				//start with regular jump flood for very coarse reads, as this is impossible to optimize
+				while (s > 1) {
+					s /= 2;
+					push_constant.step_size = s;
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+					RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+					RD::get_singleton()->compute_list_add_barrier(compute_list);
+					jf_us = jf_us == 0 ? 1 : 0;
+
+					if (cascade_size / (s / 2) >= optimized_jf_group_size) {
+						break;
+					}
+				}
+
+				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
+
+				//continue with optimized jump flood for smaller reads
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+				while (s > 1) {
+					s /= 2;
+					push_constant.step_size = s;
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+					RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+					RD::get_singleton()->compute_list_add_barrier(compute_list);
+					jf_us = jf_us == 0 ? 1 : 0;
+				}
+			}
+		}
+
+		RENDER_TIMESTAMP("SDFGI Occlusion");
+
+		// occlusion
+		{
+			uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR;
+			Vector3i probe_global_pos = cascades[cascade].position / probe_size;
+
+			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0);
+			for (int i = 0; i < 8; i++) {
+				//dispatch all at once for performance
+				Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
+
+				if ((probe_global_pos.x & 1) != 0) {
+					offset.x = (offset.x + 1) & 1;
+				}
+				if ((probe_global_pos.y & 1) != 0) {
+					offset.y = (offset.y + 1) & 1;
+				}
+				if ((probe_global_pos.z & 1) != 0) {
+					offset.z = (offset.z + 1) & 1;
+				}
+				push_constant.probe_offset[0] = offset.x;
+				push_constant.probe_offset[1] = offset.y;
+				push_constant.probe_offset[2] = offset.z;
+				push_constant.occlusion_index = i;
+				RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+
+				Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
+				RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
+			}
+			RD::get_singleton()->compute_list_add_barrier(compute_list);
+		}
+
+		RENDER_TIMESTAMP("SDFGI Store");
+
+		// store
+		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]);
+		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0);
+		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+		RD::get_singleton()->compute_list_end();
+
+		//clear these textures, as they will have previous garbage on next draw
+		RD::get_singleton()->texture_clear(cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+		RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+#if 0
+		Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0);
+		Ref<Image> img;
+		img.instance();
+		for (uint32_t i = 0; i < cascade_size; i++) {
+			Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
+			img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
+			img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
+		}
+
+		//finalize render and update sdf
+#endif
+
+#if 0
+		Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0);
+		Ref<Image> img;
+		img.instance();
+		for (uint32_t i = 0; i < cascade_size; i++) {
+			Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
+			img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
+			img->convert(Image::FORMAT_RGBA8);
+			img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
+		}
+
+		//finalize render and update sdf
+#endif
+
+		RENDER_TIMESTAMP("<SDFGI Update SDF");
+		RD::get_singleton()->draw_command_end_label();
+	}
+}
+
+void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) {
+	RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+	ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+
+	RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
+
+	update_cascades();
+	; //need cascades updated for this
+
+	SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
+	uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
+
+	for (uint32_t i = 0; i < p_cascade_count; i++) {
+		ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+		SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+		{ //fill light buffer
+
+			AABB cascade_aabb;
+			cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cc.position)) * cc.cell_size;
+			cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cc.cell_size;
+
+			int idx = 0;
+
+			for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
+				if (idx == SDFGI::MAX_STATIC_LIGHTS) {
+					break;
+				}
+
+				RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
+				ERR_CONTINUE(!li);
+
+				uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+				if (p_cascade_indices[i] > max_sdfgi_cascade) {
+					continue;
+				}
+
+				if (!cascade_aabb.intersects(li->aabb)) {
+					continue;
+				}
+
+				lights[idx].type = storage->light_get_type(li->light);
+
+				Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+				if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
+					dir.y *= y_mult; //only makes sense for directional
+					dir.normalize();
+				}
+				lights[idx].direction[0] = dir.x;
+				lights[idx].direction[1] = dir.y;
+				lights[idx].direction[2] = dir.z;
+				Vector3 pos = li->transform.origin;
+				pos.y *= y_mult;
+				lights[idx].position[0] = pos.x;
+				lights[idx].position[1] = pos.y;
+				lights[idx].position[2] = pos.z;
+				Color color = storage->light_get_color(li->light);
+				color = color.to_linear();
+				lights[idx].color[0] = color.r;
+				lights[idx].color[1] = color.g;
+				lights[idx].color[2] = color.b;
+				lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+				lights[idx].has_shadow = storage->light_has_shadow(li->light);
+				lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+				lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+				lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+				lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+				idx++;
+			}
+
+			if (idx > 0) {
+				RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights);
+			}
+
+			light_count[i] = idx;
+		}
+	}
+
+	/* Static Lights */
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
+
+	SDGIShader::DirectLightPushConstant dl_push_constant;
+
+	dl_push_constant.grid_size[0] = cascade_size;
+	dl_push_constant.grid_size[1] = cascade_size;
+	dl_push_constant.grid_size[2] = cascade_size;
+	dl_push_constant.max_cascades = cascades.size();
+	dl_push_constant.probe_axis_size = probe_axis_count;
+	dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet
+	dl_push_constant.y_mult = y_mult;
+	dl_push_constant.use_occlusion = uses_occlusion;
+
+	//all must be processed
+	dl_push_constant.process_offset = 0;
+	dl_push_constant.process_increment = 1;
+
+	for (uint32_t i = 0; i < p_cascade_count; i++) {
+		ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+		SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+		dl_push_constant.light_count = light_count[i];
+		dl_push_constant.cascade = p_cascade_indices[i];
+
+		if (dl_push_constant.light_count > 0) {
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant));
+			RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
+		}
+	}
+
+	RD::get_singleton()->compute_list_end();
+
+	RD::get_singleton()->draw_command_end_label();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GIProbeInstance
+
+void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+	uint32_t data_version = storage->gi_probe_get_data_version(probe);
+
+	// (RE)CREATE IF NEEDED
+
+	if (last_probe_data_version != data_version) {
+		//need to re-create everything
+		if (texture.is_valid()) {
+			RD::get_singleton()->free(texture);
+			RD::get_singleton()->free(write_buffer);
+			mipmaps.clear();
+		}
+
+		for (int i = 0; i < dynamic_maps.size(); i++) {
+			RD::get_singleton()->free(dynamic_maps[i].texture);
+			RD::get_singleton()->free(dynamic_maps[i].depth);
+		}
+
+		dynamic_maps.clear();
+
+		Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+
+		if (octree_size != Vector3i()) {
+			//can create a 3D texture
+			Vector<int> levels = storage->gi_probe_get_level_counts(probe);
+
+			RD::TextureFormat tf;
+			tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+			tf.width = octree_size.x;
+			tf.height = octree_size.y;
+			tf.depth = octree_size.z;
+			tf.texture_type = RD::TEXTURE_TYPE_3D;
+			tf.mipmaps = levels.size();
+
+			tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+			texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+			RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
+
+			{
+				int total_elements = 0;
+				for (int i = 0; i < levels.size(); i++) {
+					total_elements += levels[i];
+				}
+
+				write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
+			}
+
+			for (int i = 0; i < levels.size(); i++) {
+				GIProbeInstance::Mipmap mipmap;
+				mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
+				mipmap.level = levels.size() - i - 1;
+				mipmap.cell_offset = 0;
+				for (uint32_t j = 0; j < mipmap.level; j++) {
+					mipmap.cell_offset += levels[j];
+				}
+				mipmap.cell_count = levels[mipmap.level];
+
+				Vector<RD::Uniform> uniforms;
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+					u.binding = 1;
+					u.ids.push_back(storage->gi_probe_get_octree_buffer(probe));
+					uniforms.push_back(u);
+				}
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+					u.binding = 2;
+					u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+					uniforms.push_back(u);
+				}
+
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+					u.binding = 4;
+					u.ids.push_back(write_buffer);
+					uniforms.push_back(u);
+				}
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+					u.binding = 9;
+					u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+					uniforms.push_back(u);
+				}
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+					u.binding = 10;
+					u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+					uniforms.push_back(u);
+				}
+
+				{
+					Vector<RD::Uniform> copy_uniforms = uniforms;
+					if (i == 0) {
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+							u.binding = 3;
+							u.ids.push_back(gi->gi_probe_lights_uniform);
+							copy_uniforms.push_back(u);
+						}
+
+						mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
+
+						copy_uniforms = uniforms; //restore
+
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+							u.binding = 5;
+							u.ids.push_back(texture);
+							copy_uniforms.push_back(u);
+						}
+						mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
+					} else {
+						mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
+					}
+				}
+
+				{
+					RD::Uniform u;
+					u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+					u.binding = 5;
+					u.ids.push_back(mipmap.texture);
+					uniforms.push_back(u);
+				}
+
+				mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
+
+				mipmaps.push_back(mipmap);
+			}
+
+			{
+				uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+				uint32_t oversample = nearest_power_of_2_templated(4);
+				int mipmap_index = 0;
+
+				while (mipmap_index < mipmaps.size()) {
+					GIProbeInstance::DynamicMap dmap;
+
+					if (oversample > 0) {
+						dmap.size = dynamic_map_size * (1 << oversample);
+						dmap.mipmap = -1;
+						oversample--;
+					} else {
+						dmap.size = dynamic_map_size >> mipmap_index;
+						dmap.mipmap = mipmap_index;
+						mipmap_index++;
+					}
+
+					RD::TextureFormat dtf;
+					dtf.width = dmap.size;
+					dtf.height = dmap.size;
+					dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+					dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+					if (dynamic_maps.size() == 0) {
+						dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+					}
+					dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+					if (dynamic_maps.size() == 0) {
+						//render depth for first one
+						dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+						dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+						dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+					}
+
+					//just use depth as-is
+					dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
+					dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+					dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+					if (dynamic_maps.size() == 0) {
+						dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+						dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+						dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+						dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+						dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+						Vector<RID> fb;
+						fb.push_back(dmap.albedo);
+						fb.push_back(dmap.normal);
+						fb.push_back(dmap.orm);
+						fb.push_back(dmap.texture); //emission
+						fb.push_back(dmap.depth);
+						fb.push_back(dmap.fb_depth);
+
+						dmap.fb = RD::get_singleton()->framebuffer_create(fb);
+
+						{
+							Vector<RD::Uniform> uniforms;
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+								u.binding = 3;
+								u.ids.push_back(gi->gi_probe_lights_uniform);
+								uniforms.push_back(u);
+							}
+
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 5;
+								u.ids.push_back(dmap.albedo);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 6;
+								u.ids.push_back(dmap.normal);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 7;
+								u.ids.push_back(dmap.orm);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+								u.binding = 8;
+								u.ids.push_back(dmap.fb_depth);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+								u.binding = 9;
+								u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+								u.binding = 10;
+								u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 11;
+								u.ids.push_back(dmap.texture);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 12;
+								u.ids.push_back(dmap.depth);
+								uniforms.push_back(u);
+							}
+
+							dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
+						}
+					} else {
+						bool plot = dmap.mipmap >= 0;
+						bool write = dmap.mipmap < (mipmaps.size() - 1);
+
+						Vector<RD::Uniform> uniforms;
+
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+							u.binding = 5;
+							u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].texture);
+							uniforms.push_back(u);
+						}
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+							u.binding = 6;
+							u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].depth);
+							uniforms.push_back(u);
+						}
+
+						if (write) {
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 7;
+								u.ids.push_back(dmap.texture);
+								uniforms.push_back(u);
+							}
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 8;
+								u.ids.push_back(dmap.depth);
+								uniforms.push_back(u);
+							}
+						}
+
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+							u.binding = 9;
+							u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+							uniforms.push_back(u);
+						}
+						{
+							RD::Uniform u;
+							u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+							u.binding = 10;
+							u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+							uniforms.push_back(u);
+						}
+
+						if (plot) {
+							{
+								RD::Uniform u;
+								u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+								u.binding = 11;
+								u.ids.push_back(mipmaps[dmap.mipmap].texture);
+								uniforms.push_back(u);
+							}
+						}
+
+						dmap.uniform_set = RD::get_singleton()->uniform_set_create(
+								uniforms,
+								gi->giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
+								0);
+					}
+
+					dynamic_maps.push_back(dmap);
+				}
+			}
+		}
+
+		last_probe_data_version = data_version;
+		p_update_light_instances = true; //just in case
+
+		p_scene_render->_base_uniforms_changed();
+	}
+
+	// UDPDATE TIME
+
+	if (has_dynamic_object_data) {
+		//if it has dynamic object data, it needs to be cleared
+		RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, mipmaps.size(), 0, 1);
+	}
+
+	uint32_t light_count = 0;
+
+	if (p_update_light_instances || p_dynamic_objects.size() > 0) {
+		light_count = MIN(gi->gi_probe_max_lights, (uint32_t)p_light_instances.size());
+
+		{
+			Transform to_cell = storage->gi_probe_get_to_cell_xform(probe);
+			Transform to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
+			//update lights
+
+			for (uint32_t i = 0; i < light_count; i++) {
+				GIProbeLight &l = gi->gi_probe_lights[i];
+				RID light_instance = p_light_instances[i];
+				RID light = p_scene_render->light_instance_get_base_light(light_instance);
+
+				l.type = storage->light_get_type(light);
+				if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
+					light_count--;
+					continue;
+				}
+
+				l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
+				l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+				l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
+				Color color = storage->light_get_color(light).to_linear();
+				l.color[0] = color.r;
+				l.color[1] = color.g;
+				l.color[2] = color.b;
+
+				l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+				l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+				Transform xform = p_scene_render->light_instance_get_base_transform(light_instance);
+
+				Vector3 pos = to_probe_xform.xform(xform.origin);
+				Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
+
+				l.position[0] = pos.x;
+				l.position[1] = pos.y;
+				l.position[2] = pos.z;
+
+				l.direction[0] = dir.x;
+				l.direction[1] = dir.y;
+				l.direction[2] = dir.z;
+
+				l.has_shadow = storage->light_has_shadow(light);
+			}
+
+			RD::get_singleton()->buffer_update(gi->gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi->gi_probe_lights);
+		}
+	}
+
+	if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
+		// PROCESS MIPMAPS
+		if (mipmaps.size()) {
+			//can update mipmaps
+
+			Vector3i probe_size = storage->gi_probe_get_octree_size(probe);
+
+			GIProbePushConstant push_constant;
+
+			push_constant.limits[0] = probe_size.x;
+			push_constant.limits[1] = probe_size.y;
+			push_constant.limits[2] = probe_size.z;
+			push_constant.stack_size = mipmaps.size();
+			push_constant.emission_scale = 1.0;
+			push_constant.propagation = storage->gi_probe_get_propagation(probe);
+			push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+			push_constant.light_count = light_count;
+			push_constant.aniso_strength = 0;
+
+			/*		print_line("probe update to version " + itos(last_probe_version));
+			print_line("propagation " + rtos(push_constant.propagation));
+			print_line("dynrange " + rtos(push_constant.dynamic_range));
+	*/
+			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+			int passes;
+			if (p_update_light_instances) {
+				passes = storage->gi_probe_is_using_two_bounces(probe) ? 2 : 1;
+			} else {
+				passes = 1; //only re-blitting is necessary
+			}
+			int wg_size = 64;
+			int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
+
+			for (int pass = 0; pass < passes; pass++) {
+				if (p_update_light_instances) {
+					for (int i = 0; i < mipmaps.size(); i++) {
+						if (i == 0) {
+							RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
+						} else if (i == 1) {
+							RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
+						}
+
+						if (pass == 1 || i > 0) {
+							RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
+						}
+						if (pass == 0 || i > 0) {
+							RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].uniform_set, 0);
+						} else {
+							RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].second_bounce_uniform_set, 0);
+						}
+
+						push_constant.cell_offset = mipmaps[i].cell_offset;
+						push_constant.cell_count = mipmaps[i].cell_count;
+
+						int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+						while (wg_todo) {
+							int wg_count = MIN(wg_todo, wg_limit_x);
+							RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+							RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
+							wg_todo -= wg_count;
+							push_constant.cell_offset += wg_count * wg_size;
+						}
+					}
+
+					RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
+				}
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
+
+				for (int i = 0; i < mipmaps.size(); i++) {
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0);
+
+					push_constant.cell_offset = mipmaps[i].cell_offset;
+					push_constant.cell_count = mipmaps[i].cell_count;
+
+					int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+					while (wg_todo) {
+						int wg_count = MIN(wg_todo, wg_limit_x);
+						RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+						RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
+						wg_todo -= wg_count;
+						push_constant.cell_offset += wg_count * wg_size;
+					}
+				}
+			}
+
+			RD::get_singleton()->compute_list_end();
+		}
+	}
+
+	has_dynamic_object_data = false; //clear until dynamic object data is used again
+
+	if (p_dynamic_objects.size() && dynamic_maps.size()) {
+		Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+		int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+
+		Transform oversample_scale;
+		oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
+
+		Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(probe);
+		Transform to_world_xform = transform * to_cell.affine_inverse();
+		Transform to_probe_xform = to_world_xform.affine_inverse();
+
+		AABB probe_aabb(Vector3(), octree_size);
+
+		//this could probably be better parallelized in compute..
+		for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
+			RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
+
+			//transform aabb to giprobe
+			AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance));
+
+			//this needs to wrap to grid resolution to avoid jitter
+			//also extend margin a bit just in case
+			Vector3i begin = aabb.position - Vector3i(1, 1, 1);
+			Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
+
+			for (int j = 0; j < 3; j++) {
+				if ((end[j] - begin[j]) & 1) {
+					end[j]++; //for half extents split, it needs to be even
+				}
+				begin[j] = MAX(begin[j], 0);
+				end[j] = MIN(end[j], octree_size[j] * multiplier);
+			}
+
+			//aabb = aabb.intersection(probe_aabb); //intersect
+			aabb.position = begin;
+			aabb.size = end - begin;
+
+			//print_line("aabb: " + aabb);
+
+			for (int j = 0; j < 6; j++) {
+				//if (j != 0 && j != 3) {
+				//	continue;
+				//}
+				static const Vector3 render_z[6] = {
+					Vector3(1, 0, 0),
+					Vector3(0, 1, 0),
+					Vector3(0, 0, 1),
+					Vector3(-1, 0, 0),
+					Vector3(0, -1, 0),
+					Vector3(0, 0, -1),
+				};
+				static const Vector3 render_up[6] = {
+					Vector3(0, 1, 0),
+					Vector3(0, 0, 1),
+					Vector3(0, 1, 0),
+					Vector3(0, 1, 0),
+					Vector3(0, 0, 1),
+					Vector3(0, 1, 0),
+				};
+
+				Vector3 render_dir = render_z[j];
+				Vector3 up_dir = render_up[j];
+
+				Vector3 center = aabb.position + aabb.size * 0.5;
+				Transform xform;
+				xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
+
+				Vector3 x_dir = xform.basis.get_axis(0).abs();
+				int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
+				Vector3 y_dir = xform.basis.get_axis(1).abs();
+				int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
+				Vector3 z_dir = -xform.basis.get_axis(2);
+				int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
+
+				Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
+				bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
+				bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
+				bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
+
+				CameraMatrix cm;
+				cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
+
+				if (p_scene_render->cull_argument.size() == 0) {
+					p_scene_render->cull_argument.push_back(nullptr);
+				}
+				p_scene_render->cull_argument[0] = instance;
+
+				p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
+
+				GIProbeDynamicPushConstant push_constant;
+				zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
+				push_constant.limits[0] = octree_size.x;
+				push_constant.limits[1] = octree_size.y;
+				push_constant.limits[2] = octree_size.z;
+				push_constant.light_count = p_light_instances.size();
+				push_constant.x_dir[0] = x_dir[0];
+				push_constant.x_dir[1] = x_dir[1];
+				push_constant.x_dir[2] = x_dir[2];
+				push_constant.y_dir[0] = y_dir[0];
+				push_constant.y_dir[1] = y_dir[1];
+				push_constant.y_dir[2] = y_dir[2];
+				push_constant.z_dir[0] = z_dir[0];
+				push_constant.z_dir[1] = z_dir[1];
+				push_constant.z_dir[2] = z_dir[2];
+				push_constant.z_base = xform.origin[z_axis];
+				push_constant.z_sign = (z_flip ? -1.0 : 1.0);
+				push_constant.pos_multiplier = float(1.0) / multiplier;
+				push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+				push_constant.flip_x = x_flip;
+				push_constant.flip_y = y_flip;
+				push_constant.rect_pos[0] = rect.position[0];
+				push_constant.rect_pos[1] = rect.position[1];
+				push_constant.rect_size[0] = rect.size[0];
+				push_constant.rect_size[1] = rect.size[1];
+				push_constant.prev_rect_ofs[0] = 0;
+				push_constant.prev_rect_ofs[1] = 0;
+				push_constant.prev_rect_size[0] = 0;
+				push_constant.prev_rect_size[1] = 0;
+				push_constant.on_mipmap = false;
+				push_constant.propagation = storage->gi_probe_get_propagation(probe);
+				push_constant.pad[0] = 0;
+				push_constant.pad[1] = 0;
+				push_constant.pad[2] = 0;
+
+				//process lighting
+				RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0);
+				RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+				RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
+				//print_line("rect: " + itos(i) + ": " + rect);
+
+				for (int k = 1; k < dynamic_maps.size(); k++) {
+					// enlarge the rect if needed so all pixels fit when downscaled,
+					// this ensures downsampling is smooth and optimal because no pixels are left behind
+
+					//x
+					if (rect.position.x & 1) {
+						rect.size.x++;
+						push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
+					} else {
+						push_constant.prev_rect_ofs[0] = 0;
+					}
+					if (rect.size.x & 1) {
+						rect.size.x++;
+					}
+
+					rect.position.x >>= 1;
+					rect.size.x = MAX(1, rect.size.x >> 1);
+
+					//y
+					if (rect.position.y & 1) {
+						rect.size.y++;
+						push_constant.prev_rect_ofs[1] = 1;
+					} else {
+						push_constant.prev_rect_ofs[1] = 0;
+					}
+					if (rect.size.y & 1) {
+						rect.size.y++;
+					}
+
+					rect.position.y >>= 1;
+					rect.size.y = MAX(1, rect.size.y >> 1);
+
+					//shrink limits to ensure plot does not go outside map
+					if (dynamic_maps[k].mipmap > 0) {
+						for (int l = 0; l < 3; l++) {
+							push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
+						}
+					}
+
+					//print_line("rect: " + itos(i) + ": " + rect);
+					push_constant.rect_pos[0] = rect.position[0];
+					push_constant.rect_pos[1] = rect.position[1];
+					push_constant.prev_rect_size[0] = push_constant.rect_size[0];
+					push_constant.prev_rect_size[1] = push_constant.rect_size[1];
+					push_constant.rect_size[0] = rect.size[0];
+					push_constant.rect_size[1] = rect.size[1];
+					push_constant.on_mipmap = dynamic_maps[k].mipmap > 0;
+
+					RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+					if (dynamic_maps[k].mipmap < 0) {
+						RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
+					} else if (k < dynamic_maps.size() - 1) {
+						RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
+					} else {
+						RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
+					}
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0);
+					RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+					RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
+				}
+
+				RD::get_singleton()->compute_list_end();
+			}
+		}
+
+		has_dynamic_object_data = true; //clear until dynamic object data is used again
+	}
+
+	last_probe_version = storage->gi_probe_get_version(probe);
+}
+
+void RendererSceneGIRD::GIProbeInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+	if (mipmaps.size() == 0) {
+		return;
+	}
+
+	CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(probe).affine_inverse());
+
+	int level = 0;
+	Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+
+	GIProbeDebugPushConstant push_constant;
+	push_constant.alpha = p_alpha;
+	push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+	push_constant.cell_offset = mipmaps[level].cell_offset;
+	push_constant.level = level;
+
+	push_constant.bounds[0] = octree_size.x >> level;
+	push_constant.bounds[1] = octree_size.y >> level;
+	push_constant.bounds[2] = octree_size.z >> level;
+	push_constant.pad = 0;
+
+	for (int i = 0; i < 4; i++) {
+		for (int j = 0; j < 4; j++) {
+			push_constant.projection[i * 4 + j] = cam_transform.matrix[i][j];
+		}
+	}
+
+	if (gi->giprobe_debug_uniform_set.is_valid()) {
+		RD::get_singleton()->free(gi->giprobe_debug_uniform_set);
+	}
+	Vector<RD::Uniform> uniforms;
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+		u.binding = 1;
+		u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+		uniforms.push_back(u);
+	}
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+		u.binding = 2;
+		u.ids.push_back(texture);
+		uniforms.push_back(u);
+	}
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+		u.binding = 3;
+		u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+		uniforms.push_back(u);
+	}
+
+	int cell_count;
+	if (!p_emission && p_lighting && has_dynamic_object_data) {
+		cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
+	} else {
+		cell_count = mipmaps[level].cell_count;
+	}
+
+	gi->giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_debug_shader_version_shaders[0], 0);
+
+	int giprobe_debug_pipeline = GI_PROBE_DEBUG_COLOR;
+	if (p_emission) {
+		giprobe_debug_pipeline = GI_PROBE_DEBUG_EMISSION;
+	} else if (p_lighting) {
+		giprobe_debug_pipeline = has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT;
+	}
+	RD::get_singleton()->draw_list_bind_render_pipeline(
+			p_draw_list,
+			gi->giprobe_debug_shader_version_pipelines[giprobe_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->giprobe_debug_uniform_set, 0);
+	RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
+	RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GIRD
+
+RendererSceneGIRD::RendererSceneGIRD() {
+	sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
+	sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
+	sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
+}
+
+RendererSceneGIRD::~RendererSceneGIRD() {
+}
+
+void RendererSceneGIRD::init_gi(RendererStorageRD *p_storage) {
+	storage = p_storage;
+
+	{
+		//kinda complicated to compute the amount of slots, we try to use as many as we can
+
+		gi_probe_max_lights = 32;
+
+		gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
+		gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
+		gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/gi_probes/quality")), 0, 1));
+
+		String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
+
+		Vector<String> versions;
+		versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
+		versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
+		versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
+		versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
+		versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
+		versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
+		versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
+		versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
+
+		giprobe_shader.initialize(versions, defines);
+		giprobe_lighting_shader_version = giprobe_shader.version_create();
+		for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
+			giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
+			giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
+		}
+	}
+
+	{
+		String defines;
+		Vector<String> versions;
+		versions.push_back("\n#define MODE_DEBUG_COLOR\n");
+		versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
+		versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
+		versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
+
+		giprobe_debug_shader.initialize(versions, defines);
+		giprobe_debug_shader_version = giprobe_debug_shader.version_create();
+		for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
+			giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
+
+			RD::PipelineRasterizationState rs;
+			rs.cull_mode = RD::POLYGON_CULL_FRONT;
+			RD::PipelineDepthStencilState ds;
+			ds.enable_depth_test = true;
+			ds.enable_depth_write = true;
+			ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+			giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+		}
+	}
+}
+
+void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) {
+	{
+		Vector<String> preprocess_modes;
+		preprocess_modes.push_back("\n#define MODE_SCROLL\n");
+		preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
+		preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
+		preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
+		preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
+		preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
+		preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
+		preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
+		preprocess_modes.push_back("\n#define MODE_STORE\n");
+		String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
+		sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
+		sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
+		for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) {
+			sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
+		}
+	}
+
+	{
+		//calculate tables
+		String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+		Vector<String> direct_light_modes;
+		direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
+		direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
+		sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
+		sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
+		for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
+			sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
+		}
+	}
+
+	{
+		//calculate tables
+		String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+		defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
+		if (p_sky->sky_use_cubemap_array) {
+			defines += "\n#define USE_CUBEMAP_ARRAY\n";
+		}
+
+		Vector<String> integrate_modes;
+		integrate_modes.push_back("\n#define MODE_PROCESS\n");
+		integrate_modes.push_back("\n#define MODE_STORE\n");
+		integrate_modes.push_back("\n#define MODE_SCROLL\n");
+		integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
+		sdfgi_shader.integrate.initialize(integrate_modes, defines);
+		sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
+
+		for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) {
+			sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
+		}
+
+		{
+			Vector<RD::Uniform> uniforms;
+
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+				u.binding = 0;
+				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+				uniforms.push_back(u);
+			}
+			{
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+				u.binding = 1;
+				u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+				uniforms.push_back(u);
+			}
+
+			sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
+		}
+	}
+
+	//GK
+	{
+		//calculate tables
+		String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+		Vector<String> gi_modes;
+		gi_modes.push_back("\n#define USE_GIPROBES\n");
+		gi_modes.push_back("\n#define USE_SDFGI\n");
+		gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+		gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_GIPROBES\n");
+		gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
+		gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+
+		shader.initialize(gi_modes, defines);
+		shader_version = shader.version_create();
+		for (int i = 0; i < MODE_MAX; i++) {
+			pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
+		}
+
+		sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData));
+	}
+	{
+		String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+		Vector<String> debug_modes;
+		debug_modes.push_back("");
+		sdfgi_shader.debug.initialize(debug_modes, defines);
+		sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
+		sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
+		sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
+	}
+	{
+		String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+		Vector<String> versions;
+		versions.push_back("\n#define MODE_PROBES\n");
+		versions.push_back("\n#define MODE_VISIBILITY\n");
+
+		sdfgi_shader.debug_probes.initialize(versions, defines);
+		sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
+
+		{
+			RD::PipelineRasterizationState rs;
+			rs.cull_mode = RD::POLYGON_CULL_DISABLED;
+			RD::PipelineDepthStencilState ds;
+			ds.enable_depth_test = true;
+			ds.enable_depth_write = true;
+			ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+			for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) {
+				RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
+				sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+			}
+		}
+	}
+	default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * MAX_GIPROBES);
+}
+
+void RendererSceneGIRD::free() {
+	RD::get_singleton()->free(default_giprobe_buffer);
+	RD::get_singleton()->free(gi_probe_lights_uniform);
+	RD::get_singleton()->free(sdfgi_ubo);
+
+	giprobe_debug_shader.version_free(giprobe_debug_shader_version);
+	giprobe_shader.version_free(giprobe_lighting_shader_version);
+	shader.version_free(shader_version);
+	sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
+	sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
+	sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
+	sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
+	sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+
+	memdelete_arr(gi_probe_lights);
+}
+
+RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
+	SDFGI *sdfgi = memnew(SDFGI);
+
+	sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
+
+	return sdfgi;
+}
+
+void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render) {
+	r_gi_probes_used = 0;
+
+	// feels a little dirty to use our container this way but....
+	RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+	ERR_FAIL_COND(rb == nullptr);
+
+	RID gi_probe_buffer = p_scene_render->render_buffers_get_gi_probe_buffer(p_render_buffers);
+
+	RD::get_singleton()->draw_command_begin_label("GIProbes Setup");
+
+	GIProbeData gi_probe_data[MAX_GIPROBES];
+
+	bool giprobes_changed = false;
+
+	Transform to_camera;
+	to_camera.origin = p_transform.origin; //only translation, make local
+
+	for (int i = 0; i < MAX_GIPROBES; i++) {
+		RID texture;
+		if (i < (int)p_gi_probes.size()) {
+			GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]);
+
+			if (gipi) {
+				texture = gipi->texture;
+				GIProbeData &gipd = gi_probe_data[i];
+
+				RID base_probe = gipi->probe;
+
+				Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
+
+				gipd.xform[0] = to_cell.basis.elements[0][0];
+				gipd.xform[1] = to_cell.basis.elements[1][0];
+				gipd.xform[2] = to_cell.basis.elements[2][0];
+				gipd.xform[3] = 0;
+				gipd.xform[4] = to_cell.basis.elements[0][1];
+				gipd.xform[5] = to_cell.basis.elements[1][1];
+				gipd.xform[6] = to_cell.basis.elements[2][1];
+				gipd.xform[7] = 0;
+				gipd.xform[8] = to_cell.basis.elements[0][2];
+				gipd.xform[9] = to_cell.basis.elements[1][2];
+				gipd.xform[10] = to_cell.basis.elements[2][2];
+				gipd.xform[11] = 0;
+				gipd.xform[12] = to_cell.origin.x;
+				gipd.xform[13] = to_cell.origin.y;
+				gipd.xform[14] = to_cell.origin.z;
+				gipd.xform[15] = 1;
+
+				Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
+
+				gipd.bounds[0] = bounds.x;
+				gipd.bounds[1] = bounds.y;
+				gipd.bounds[2] = bounds.z;
+
+				gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
+				gipd.bias = storage->gi_probe_get_bias(base_probe);
+				gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
+				gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
+				gipd.anisotropy_strength = 0;
+				gipd.ao = storage->gi_probe_get_ao(base_probe);
+				gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
+				gipd.mipmaps = gipi->mipmaps.size();
+			}
+
+			r_gi_probes_used++;
+		}
+
+		if (texture == RID()) {
+			texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+		}
+
+		if (texture != rb->gi.giprobe_textures[i]) {
+			giprobes_changed = true;
+			rb->gi.giprobe_textures[i] = texture;
+		}
+	}
+
+	if (giprobes_changed) {
+		if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
+			RD::get_singleton()->free(rb->gi_uniform_set);
+		}
+		rb->gi_uniform_set = RID();
+		if (rb->volumetric_fog) {
+			if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+				RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+				RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+			}
+			rb->volumetric_fog->uniform_set = RID();
+			rb->volumetric_fog->uniform_set2 = RID();
+		}
+	}
+
+	if (p_gi_probes.size() > 0) {
+		RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GIProbeData) * MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, RD::BARRIER_MASK_COMPUTE);
+	}
+
+	RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render) {
+	RD::get_singleton()->draw_command_begin_label("GI Render");
+
+	RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
+	ERR_FAIL_COND(rb == nullptr);
+	RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment);
+
+	if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != half_resolution) {
+		if (rb->ambient_buffer.is_valid()) {
+			RD::get_singleton()->free(rb->ambient_buffer);
+			RD::get_singleton()->free(rb->reflection_buffer);
+		}
+
+		RD::TextureFormat tf;
+		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+		tf.width = rb->width;
+		tf.height = rb->height;
+		if (half_resolution) {
+			tf.width >>= 1;
+			tf.height >>= 1;
+		}
+		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+		rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+		rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+		rb->using_half_size_gi = half_resolution;
+
+		p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
+	}
+
+	PushConstant push_constant;
+
+	push_constant.screen_size[0] = rb->width;
+	push_constant.screen_size[1] = rb->height;
+	push_constant.z_near = p_projection.get_z_near();
+	push_constant.z_far = p_projection.get_z_far();
+	push_constant.orthogonal = p_projection.is_orthogonal();
+	push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
+	push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
+	push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+	push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+	push_constant.max_giprobes = MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size());
+	push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
+
+	bool use_sdfgi = rb->sdfgi != nullptr;
+	bool use_giprobes = push_constant.max_giprobes > 0;
+
+	if (env) {
+		push_constant.ao_color[0] = env->ao_color.r;
+		push_constant.ao_color[1] = env->ao_color.g;
+		push_constant.ao_color[2] = env->ao_color.b;
+	} else {
+		push_constant.ao_color[0] = 0;
+		push_constant.ao_color[1] = 0;
+		push_constant.ao_color[2] = 0;
+	}
+
+	push_constant.cam_rotation[0] = p_transform.basis[0][0];
+	push_constant.cam_rotation[1] = p_transform.basis[1][0];
+	push_constant.cam_rotation[2] = p_transform.basis[2][0];
+	push_constant.cam_rotation[3] = 0;
+	push_constant.cam_rotation[4] = p_transform.basis[0][1];
+	push_constant.cam_rotation[5] = p_transform.basis[1][1];
+	push_constant.cam_rotation[6] = p_transform.basis[2][1];
+	push_constant.cam_rotation[7] = 0;
+	push_constant.cam_rotation[8] = p_transform.basis[0][2];
+	push_constant.cam_rotation[9] = p_transform.basis[1][2];
+	push_constant.cam_rotation[10] = p_transform.basis[2][2];
+	push_constant.cam_rotation[11] = 0;
+
+	if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.binding = 1;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+					u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
+				} 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 = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+					u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
+				} 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 = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+					u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
+				} 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 = 4;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+				if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+					u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
+				} else {
+					u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+				}
+			}
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 5;
+			if (rb->sdfgi) {
+				u.ids.push_back(rb->sdfgi->occlusion_texture);
+			} else {
+				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+			}
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.binding = 6;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.binding = 7;
+			u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 9;
+			u.ids.push_back(rb->ambient_buffer);
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+			u.binding = 10;
+			u.ids.push_back(rb->reflection_buffer);
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 11;
+			if (rb->sdfgi) {
+				u.ids.push_back(rb->sdfgi->lightprobe_texture);
+			} else {
+				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+			}
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 12;
+			u.ids.push_back(rb->depth_texture);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 13;
+			u.ids.push_back(p_normal_roughness_buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 14;
+			RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+			u.ids.push_back(buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.binding = 15;
+			u.ids.push_back(sdfgi_ubo);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.binding = 16;
+			u.ids.push_back(rb->gi.giprobe_buffer);
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 17;
+			for (int i = 0; i < MAX_GIPROBES; i++) {
+				u.ids.push_back(rb->gi.giprobe_textures[i]);
+			}
+			uniforms.push_back(u);
+		}
+
+		rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+	}
+
+	Mode mode;
+
+	if (rb->using_half_size_gi) {
+		mode = (use_sdfgi && use_giprobes) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_GIPROBE);
+	} else {
+		mode = (use_sdfgi && use_giprobes) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_GIPROBE);
+	}
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
+
+	if (rb->using_half_size_gi) {
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
+	} else {
+		RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
+	}
+	//do barrier later to allow oeverlap
+	//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
+	RD::get_singleton()->draw_command_end_label();
+}
+
+RID RendererSceneGIRD::gi_probe_instance_create(RID p_base) {
+	GIProbeInstance gi_probe;
+	gi_probe.gi = this;
+	gi_probe.storage = storage;
+	gi_probe.probe = p_base;
+	RID rid = gi_probe_instance_owner.make_rid(gi_probe);
+	return rid;
+}
+
+void RendererSceneGIRD::debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+	GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
+	ERR_FAIL_COND(!gi_probe);
+
+	gi_probe->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
+}

+ 653 - 0
servers/rendering/renderer_rd/renderer_scene_gi_rd.h

@@ -0,0 +1,653 @@
+/*************************************************************************/
+/*  renderer_scene_gi_rd.h                                               */
+/*************************************************************************/
+/*                       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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_GI_RD_H
+#define RENDERING_SERVER_SCENE_GI_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
+#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+class RendererSceneRenderRD;
+
+class RendererSceneGIRD {
+private:
+	// !BAS! need to see which things become internal..
+
+	RendererStorageRD *storage;
+
+public:
+	/* GIPROBE INSTANCE */
+
+	struct GIProbeLight {
+		uint32_t type;
+		float energy;
+		float radius;
+		float attenuation;
+
+		float color[3];
+		float cos_spot_angle;
+
+		float position[3];
+		float inv_spot_attenuation;
+
+		float direction[3];
+		uint32_t has_shadow;
+	};
+
+	struct GIProbePushConstant {
+		int32_t limits[3];
+		uint32_t stack_size;
+
+		float emission_scale;
+		float propagation;
+		float dynamic_range;
+		uint32_t light_count;
+
+		uint32_t cell_offset;
+		uint32_t cell_count;
+		float aniso_strength;
+		uint32_t pad;
+	};
+
+	struct GIProbeDynamicPushConstant {
+		int32_t limits[3];
+		uint32_t light_count;
+		int32_t x_dir[3];
+		float z_base;
+		int32_t y_dir[3];
+		float z_sign;
+		int32_t z_dir[3];
+		float pos_multiplier;
+		uint32_t rect_pos[2];
+		uint32_t rect_size[2];
+		uint32_t prev_rect_ofs[2];
+		uint32_t prev_rect_size[2];
+		uint32_t flip_x;
+		uint32_t flip_y;
+		float dynamic_range;
+		uint32_t on_mipmap;
+		float propagation;
+		float pad[3];
+	};
+
+	struct GIProbeInstance {
+		// access to our containers
+		RendererStorageRD *storage;
+		RendererSceneGIRD *gi;
+
+		RID probe;
+		RID texture;
+		RID write_buffer;
+
+		struct Mipmap {
+			RID texture;
+			RID uniform_set;
+			RID second_bounce_uniform_set;
+			RID write_uniform_set;
+			uint32_t level;
+			uint32_t cell_offset;
+			uint32_t cell_count;
+		};
+		Vector<Mipmap> mipmaps;
+
+		struct DynamicMap {
+			RID texture; //color normally, or emission on first pass
+			RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
+			RID depth; //actual depth buffer for the first pass, float depth for later passes
+			RID normal; //normal buffer for the first pass
+			RID albedo; //emission buffer for the first pass
+			RID orm; //orm buffer for the first pass
+			RID fb; //used for rendering, only valid on first map
+			RID uniform_set;
+			uint32_t size;
+			int mipmap; // mipmap to write to, -1 if no mipmap assigned
+		};
+
+		Vector<DynamicMap> dynamic_maps;
+
+		int slot = -1;
+		uint32_t last_probe_version = 0;
+		uint32_t last_probe_data_version = 0;
+
+		//uint64_t last_pass = 0;
+		uint32_t render_index = 0;
+
+		bool has_dynamic_object_data = false;
+
+		Transform transform;
+
+		void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
+		void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+	};
+
+	GIProbeLight *gi_probe_lights;
+	uint32_t gi_probe_max_lights;
+	RID gi_probe_lights_uniform;
+
+	enum {
+		GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
+		GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
+		GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
+		GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
+		GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
+		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
+		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
+		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
+		GI_PROBE_SHADER_VERSION_MAX
+	};
+
+	GiprobeShaderRD giprobe_shader;
+	RID giprobe_lighting_shader_version;
+	RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
+	RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
+
+	mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+
+	RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
+
+	enum {
+		GI_PROBE_DEBUG_COLOR,
+		GI_PROBE_DEBUG_LIGHT,
+		GI_PROBE_DEBUG_EMISSION,
+		GI_PROBE_DEBUG_LIGHT_FULL,
+		GI_PROBE_DEBUG_MAX
+	};
+
+	struct GIProbeDebugPushConstant {
+		float projection[16];
+		uint32_t cell_offset;
+		float dynamic_range;
+		float alpha;
+		uint32_t level;
+		int32_t bounds[3];
+		uint32_t pad;
+	};
+
+	GiprobeDebugShaderRD giprobe_debug_shader;
+	RID giprobe_debug_shader_version;
+	RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
+	PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
+	RID giprobe_debug_uniform_set;
+
+	/* SDFGI */
+
+	struct SDFGI {
+		enum {
+			MAX_CASCADES = 8,
+			CASCADE_SIZE = 128,
+			PROBE_DIVISOR = 16,
+			ANISOTROPY_SIZE = 6,
+			MAX_DYNAMIC_LIGHTS = 128,
+			MAX_STATIC_LIGHTS = 1024,
+			LIGHTPROBE_OCT_SIZE = 6,
+			SH_SIZE = 16
+		};
+
+		struct Cascade {
+			struct UBO {
+				float offset[3];
+				float to_cell;
+				int32_t probe_offset[3];
+				uint32_t pad;
+			};
+
+			//cascade blocks are full-size for volume (128^3), half size for albedo/emission
+			RID sdf_tex;
+			RID light_tex;
+			RID light_aniso_0_tex;
+			RID light_aniso_1_tex;
+
+			RID light_data;
+			RID light_aniso_0_data;
+			RID light_aniso_1_data;
+
+			struct SolidCell { // this struct is unused, but remains as reference for size
+				uint32_t position;
+				uint32_t albedo;
+				uint32_t static_light;
+				uint32_t static_light_aniso;
+			};
+
+			RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
+			RID solid_cell_buffer;
+
+			RID lightprobe_history_tex;
+			RID lightprobe_average_tex;
+
+			float cell_size;
+			Vector3i position;
+
+			static const Vector3i DIRTY_ALL;
+			Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
+
+			RID sdf_store_uniform_set;
+			RID sdf_direct_light_uniform_set;
+			RID scroll_uniform_set;
+			RID scroll_occlusion_uniform_set;
+			RID integrate_uniform_set;
+			RID lights_buffer;
+
+			bool all_dynamic_lights_dirty = true;
+		};
+
+		// access to our containers
+		RendererStorageRD *storage;
+		RendererSceneGIRD *gi;
+
+		// used for rendering (voxelization)
+		RID render_albedo;
+		RID render_emission;
+		RID render_emission_aniso;
+		RID render_occlusion[8];
+		RID render_geom_facing;
+
+		RID render_sdf[2];
+		RID render_sdf_half[2];
+
+		// used for ping pong processing in cascades
+		RID sdf_initialize_uniform_set;
+		RID sdf_initialize_half_uniform_set;
+		RID jump_flood_uniform_set[2];
+		RID jump_flood_half_uniform_set[2];
+		RID sdf_upscale_uniform_set;
+		int upscale_jfa_uniform_set_index;
+		RID occlusion_uniform_set;
+
+		uint32_t cascade_size = 128;
+
+		LocalVector<Cascade> cascades;
+
+		RID lightprobe_texture;
+		RID lightprobe_data;
+		RID occlusion_texture;
+		RID occlusion_data;
+		RID ambient_texture; //integrates with volumetric fog
+
+		RID lightprobe_history_scroll; //used for scrolling lightprobes
+		RID lightprobe_average_scroll; //used for scrolling lightprobes
+
+		uint32_t history_size = 0;
+		float solid_cell_ratio = 0;
+		uint32_t solid_cell_count = 0;
+
+		RS::EnvironmentSDFGICascades cascade_mode;
+		float min_cell_size = 0;
+		uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
+
+		RID debug_uniform_set;
+		RID debug_probes_uniform_set;
+		RID cascades_ubo;
+
+		bool uses_occlusion = false;
+		float bounce_feedback = 0.0;
+		bool reads_sky = false;
+		float energy = 1.0;
+		float normal_bias = 1.1;
+		float probe_bias = 1.1;
+		RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+		float y_mult = 1.0;
+
+		uint32_t render_pass = 0;
+
+		int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
+		RID integrate_sky_uniform_set;
+
+		void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
+		void erase();
+		void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
+		void update_light();
+		void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+		void store_probes();
+		int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
+		void update_cascades();
+
+		void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
+		void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+
+		void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render);
+		void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
+		void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
+	};
+
+	RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
+	RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+	RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
+
+	float sdfgi_solid_cell_ratio = 0.25;
+	Vector3 sdfgi_debug_probe_pos;
+	Vector3 sdfgi_debug_probe_dir;
+	bool sdfgi_debug_probe_enabled = false;
+	Vector3i sdfgi_debug_probe_index;
+
+	struct SDGIShader {
+		enum SDFGIPreprocessShaderVersion {
+			PRE_PROCESS_SCROLL,
+			PRE_PROCESS_SCROLL_OCCLUSION,
+			PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
+			PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
+			PRE_PROCESS_JUMP_FLOOD,
+			PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
+			PRE_PROCESS_JUMP_FLOOD_UPSCALE,
+			PRE_PROCESS_OCCLUSION,
+			PRE_PROCESS_STORE,
+			PRE_PROCESS_MAX
+		};
+
+		struct PreprocessPushConstant {
+			int32_t scroll[3];
+			int32_t grid_size;
+
+			int32_t probe_offset[3];
+			int32_t step_size;
+
+			int32_t half_size;
+			uint32_t occlusion_index;
+			int32_t cascade;
+			uint32_t pad;
+		};
+
+		SdfgiPreprocessShaderRD preprocess;
+		RID preprocess_shader;
+		RID preprocess_pipeline[PRE_PROCESS_MAX];
+
+		struct DebugPushConstant {
+			float grid_size[3];
+			uint32_t max_cascades;
+
+			int32_t screen_size[2];
+			uint32_t use_occlusion;
+			float y_mult;
+
+			float cam_extent[3];
+			uint32_t probe_axis_size;
+
+			float cam_transform[16];
+		};
+
+		SdfgiDebugShaderRD debug;
+		RID debug_shader;
+		RID debug_shader_version;
+		RID debug_pipeline;
+
+		enum ProbeDebugMode {
+			PROBE_DEBUG_PROBES,
+			PROBE_DEBUG_VISIBILITY,
+			PROBE_DEBUG_MAX
+		};
+
+		struct DebugProbesPushConstant {
+			float projection[16];
+
+			uint32_t band_power;
+			uint32_t sections_in_band;
+			uint32_t band_mask;
+			float section_arc;
+
+			float grid_size[3];
+			uint32_t cascade;
+
+			uint32_t pad;
+			float y_mult;
+			int32_t probe_debug_index;
+			int32_t probe_axis_size;
+		};
+
+		SdfgiDebugProbesShaderRD debug_probes;
+		RID debug_probes_shader;
+		RID debug_probes_shader_version;
+
+		PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
+
+		struct Light {
+			float color[3];
+			float energy;
+
+			float direction[3];
+			uint32_t has_shadow;
+
+			float position[3];
+			float attenuation;
+
+			uint32_t type;
+			float cos_spot_angle;
+			float inv_spot_attenuation;
+			float radius;
+
+			float shadow_color[4];
+		};
+
+		struct DirectLightPushConstant {
+			float grid_size[3];
+			uint32_t max_cascades;
+
+			uint32_t cascade;
+			uint32_t light_count;
+			uint32_t process_offset;
+			uint32_t process_increment;
+
+			int32_t probe_axis_size;
+			float bounce_feedback;
+			float y_mult;
+			uint32_t use_occlusion;
+		};
+
+		enum {
+			DIRECT_LIGHT_MODE_STATIC,
+			DIRECT_LIGHT_MODE_DYNAMIC,
+			DIRECT_LIGHT_MODE_MAX
+		};
+		SdfgiDirectLightShaderRD direct_light;
+		RID direct_light_shader;
+		RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
+
+		enum {
+			INTEGRATE_MODE_PROCESS,
+			INTEGRATE_MODE_STORE,
+			INTEGRATE_MODE_SCROLL,
+			INTEGRATE_MODE_SCROLL_STORE,
+			INTEGRATE_MODE_MAX
+		};
+		struct IntegratePushConstant {
+			enum {
+				SKY_MODE_DISABLED,
+				SKY_MODE_COLOR,
+				SKY_MODE_SKY,
+			};
+
+			float grid_size[3];
+			uint32_t max_cascades;
+
+			uint32_t probe_axis_size;
+			uint32_t cascade;
+			uint32_t history_index;
+			uint32_t history_size;
+
+			uint32_t ray_count;
+			float ray_bias;
+			int32_t image_size[2];
+
+			int32_t world_offset[3];
+			uint32_t sky_mode;
+
+			int32_t scroll[3];
+			float sky_energy;
+
+			float sky_color[3];
+			float y_mult;
+
+			uint32_t store_ambient_texture;
+			uint32_t pad[3];
+		};
+
+		SdfgiIntegrateShaderRD integrate;
+		RID integrate_shader;
+		RID integrate_pipeline[INTEGRATE_MODE_MAX];
+
+		RID integrate_default_sky_uniform_set;
+
+	} sdfgi_shader;
+
+	/* SDFGI UPDATE */
+
+	int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
+
+	/* GI */
+	enum {
+		MAX_GIPROBES = 8
+	};
+
+	// Struct for use in render buffer
+	struct RenderBuffersGI {
+		RID giprobe_textures[MAX_GIPROBES];
+		RID giprobe_buffer;
+
+		RID full_buffer;
+		RID full_dispatch;
+		RID full_mask;
+	};
+
+	// struct GI {
+	struct SDFGIData {
+		float grid_size[3];
+		uint32_t max_cascades;
+
+		uint32_t use_occlusion;
+		int32_t probe_axis_size;
+		float probe_to_uvw;
+		float normal_bias;
+
+		float lightprobe_tex_pixel_size[3];
+		float energy;
+
+		float lightprobe_uv_offset[3];
+		float y_mult;
+
+		float occlusion_clamp[3];
+		uint32_t pad3;
+
+		float occlusion_renormalize[3];
+		uint32_t pad4;
+
+		float cascade_probe_size[3];
+		uint32_t pad5;
+
+		struct ProbeCascadeData {
+			float position[3]; //offset of (0,0,0) in world coordinates
+			float to_probe; // 1/bounds * grid_size
+			int32_t probe_world_offset[3];
+			float to_cell; // 1/bounds * grid_size
+		};
+
+		ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
+	};
+
+	struct GIProbeData {
+		float xform[16];
+		float bounds[3];
+		float dynamic_range;
+
+		float bias;
+		float normal_bias;
+		uint32_t blend_ambient;
+		uint32_t texture_slot;
+
+		float anisotropy_strength;
+		float ao;
+		float ao_size;
+		uint32_t mipmaps;
+	};
+
+	struct PushConstant {
+		int32_t screen_size[2];
+		float z_near;
+		float z_far;
+
+		float proj_info[4];
+		float ao_color[3];
+		uint32_t max_giprobes;
+
+		uint32_t high_quality_vct;
+		uint32_t orthogonal;
+		uint32_t pad[2];
+
+		float cam_rotation[12];
+	};
+
+	RID sdfgi_ubo;
+	enum Mode {
+		MODE_GIPROBE,
+		MODE_SDFGI,
+		MODE_COMBINED,
+		MODE_HALF_RES_GIPROBE,
+		MODE_HALF_RES_SDFGI,
+		MODE_HALF_RES_COMBINED,
+		MODE_MAX
+	};
+
+	RID default_giprobe_buffer;
+
+	bool half_resolution = false;
+	GiShaderRD shader;
+	RID shader_version;
+	RID pipelines[MODE_MAX];
+	// } gi;
+
+	RendererSceneGIRD();
+	~RendererSceneGIRD();
+
+	// !BAS! Can we merge these two inits? Possibly, need to check
+	void init_gi(RendererStorageRD *p_storage);
+	void init_sdfgi(RendererSceneSkyRD *p_sky);
+	void free();
+
+	SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+
+	void setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render);
+	void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render);
+
+	RID gi_probe_instance_create(RID p_base);
+	void debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+};
+
+#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */

+ 12 - 11
servers/rendering/renderer_rd/renderer_scene_render_forward.cpp

@@ -1130,7 +1130,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
 		//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();
+		uint32_t oct_size = gi.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);
@@ -1583,6 +1583,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 	if (p_render_buffer.is_valid()) {
 		render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
 	}
+	RendererSceneEnvironmentRD *env = get_environment(p_environment);
 
 	//first of all, make a new render pass
 	//fill up ubo
@@ -1729,7 +1730,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 				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()));
+					storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
 				}
 			} break;
 			case RS::ENV_BG_COLOR: {
@@ -1739,7 +1740,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 				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()));
+					storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
 				}
 			} break;
 			case RS::ENV_BG_SKY: {
@@ -1767,12 +1768,12 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 				projection = correction * p_cam_projection;
 			}
 
-			_setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
+			sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
 
-			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);
+			RID sky_rid = env->sky;
+			if (sky_rid.is_valid()) {
+				sky.update(env, projection, p_cam_transform, time);
+				radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
 			} else {
 				// do not try to draw sky if invalid
 				draw_sky = false;
@@ -1890,7 +1891,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 		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);
+			gi.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();
@@ -1921,7 +1922,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
 			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);
+		sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
 		RD::get_singleton()->draw_command_end_label();
 	}
 
@@ -3346,7 +3347,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
 		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 SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
 		defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
 
 		{

Файловите разлики са ограничени, защото са твърде много
+ 97 - 2871
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp


Файловите разлики са ограничени, защото са твърде много
+ 23 - 902
servers/rendering/renderer_rd/renderer_scene_render_rd.h


+ 1491 - 0
servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp

@@ -0,0 +1,1491 @@
+/*************************************************************************/
+/*  renderer_scene_sky_rd.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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "renderer_scene_sky_rd.h"
+#include "core/config/project_settings.h"
+#include "renderer_scene_render_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+////////////////////////////////////////////////////////////////////////////////
+// SKY SHADER
+
+void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+	//compile
+
+	code = p_code;
+	valid = false;
+	ubo_size = 0;
+	uniforms.clear();
+
+	if (code == String()) {
+		return; //just invalid, but no error
+	}
+
+	ShaderCompilerRD::GeneratedCode gen_code;
+	ShaderCompilerRD::IdentifierActions actions;
+
+	uses_time = false;
+	uses_half_res = false;
+	uses_quarter_res = false;
+	uses_position = false;
+	uses_light = false;
+
+	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+	actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+	actions.usage_flag_pointers["TIME"] = &uses_time;
+	actions.usage_flag_pointers["POSITION"] = &uses_position;
+	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
+	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
+
+	actions.uniforms = &uniforms;
+
+	// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
+	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+	Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
+
+	ERR_FAIL_COND(err != OK);
+
+	if (version.is_null()) {
+		version = scene_singleton->sky.sky_shader.shader.version_create();
+	}
+
+#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->sky.sky_shader.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->sky.sky_shader.shader.version_is_valid(version));
+
+	ubo_size = gen_code.uniform_total_size;
+	ubo_offsets = gen_code.uniform_offsets;
+	texture_uniforms = gen_code.texture_uniforms;
+
+	//update pipelines
+
+	for (int i = 0; i < SKY_VERSION_MAX; i++) {
+		RD::PipelineDepthStencilState depth_stencil_state;
+		depth_stencil_state.enable_depth_test = true;
+		depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+		RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
+		pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
+	}
+
+	valid = true;
+}
+
+void RendererSceneSkyRD::SkyShaderData::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 RendererSceneSkyRD::SkyShaderData::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_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+			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 RendererSceneSkyRD::SkyShaderData::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 RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+	if (!uniforms.has(p_param)) {
+		return false;
+	}
+
+	return uniforms[p_param].texture_order >= 0;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+	return false;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+	return false;
+}
+
+Variant RendererSceneSkyRD::SkyShaderData::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 RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
+	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+	return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
+}
+
+RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
+	valid = false;
+}
+
+RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
+	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+	ERR_FAIL_COND(!scene_singleton);
+	//pipeline variants will clear themselves if shader is gone
+	if (version.is_valid()) {
+		scene_singleton->sky.sky_shader.shader.version_free(version);
+	}
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Sky material
+
+void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+	RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+	uniform_set_updated = true;
+
+	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->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+}
+
+RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+	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);
+	}
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// ReflectionData
+
+void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+	layers.clear();
+	radiance_base_cubemap = RID();
+	if (downsampled_radiance_cubemap.is_valid()) {
+		RD::get_singleton()->free(downsampled_radiance_cubemap);
+	}
+	downsampled_radiance_cubemap = RID();
+	downsampled_layer.mipmaps.clear();
+	coefficient_buffer = RID();
+}
+
+void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers) {
+	//recreate radiance and all data
+
+	int mipmaps = p_mipmaps;
+	uint32_t w = p_size, h = p_size;
+
+	if (p_use_array) {
+		int num_layers = p_low_quality ? 8 : p_roughness_layers;
+
+		for (int i = 0; i < num_layers; i++) {
+			ReflectionData::Layer layer;
+			uint32_t mmw = w;
+			uint32_t mmh = h;
+			layer.mipmaps.resize(mipmaps);
+			layer.views.resize(mipmaps);
+			for (int j = 0; j < mipmaps; j++) {
+				ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+				mm.size.width = mmw;
+				mm.size.height = mmh;
+				for (int k = 0; k < 6; k++) {
+					mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
+					Vector<RID> fbtex;
+					fbtex.push_back(mm.views[k]);
+					mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+				}
+
+				layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+				mmw = MAX(1, mmw >> 1);
+				mmh = MAX(1, mmh >> 1);
+			}
+
+			layers.push_back(layer);
+		}
+
+	} else {
+		mipmaps = p_low_quality ? 8 : mipmaps;
+		//regular cubemap, lower quality (aliasing, less memory)
+		ReflectionData::Layer layer;
+		uint32_t mmw = w;
+		uint32_t mmh = h;
+		layer.mipmaps.resize(mipmaps);
+		layer.views.resize(mipmaps);
+		for (int j = 0; j < mipmaps; j++) {
+			ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+			mm.size.width = mmw;
+			mm.size.height = mmh;
+			for (int k = 0; k < 6; k++) {
+				mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
+				Vector<RID> fbtex;
+				fbtex.push_back(mm.views[k]);
+				mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+			}
+
+			layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+			mmw = MAX(1, mmw >> 1);
+			mmh = MAX(1, mmh >> 1);
+		}
+
+		layers.push_back(layer);
+	}
+
+	radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
+
+	RD::TextureFormat tf;
+	tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+	tf.width = 64; // Always 64x64
+	tf.height = 64;
+	tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+	tf.array_layers = 6;
+	tf.mipmaps = 7;
+	tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+	downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
+	{
+		uint32_t mmw = 64;
+		uint32_t mmh = 64;
+		downsampled_layer.mipmaps.resize(7);
+		for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
+			ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
+			mm.size.width = mmw;
+			mm.size.height = mmh;
+			mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+			mmw = MAX(1, mmw >> 1);
+			mmh = MAX(1, mmh >> 1);
+		}
+	}
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
+	p_storage->get_effects()->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+	for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+		p_storage->get_effects()->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+	}
+
+	Vector<RID> views;
+	if (p_use_arrays) {
+		for (int i = 1; i < layers.size(); i++) {
+			views.push_back(layers[i].views[0]);
+		}
+	} else {
+		for (int i = 1; i < layers[0].views.size(); i++) {
+			views.push_back(layers[0].views[i]);
+		}
+	}
+
+	p_storage->get_effects()->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+	if (p_use_arrays) {
+		//render directly to the layers
+		p_storage->get_effects()->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+	} else {
+		p_storage->get_effects()->cubemap_roughness(
+				layers[0].views[p_base_layer - 1],
+				layers[0].views[p_base_layer],
+				p_cube_side,
+				p_sky_ggx_samples_quality,
+				float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+				layers[0].mipmaps[p_base_layer].size.x);
+	}
+}
+
+void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
+	for (int i = p_start; i < p_end; i++) {
+		for (int j = 0; j < layers[i].views.size() - 1; j++) {
+			RID view = layers[i].views[j];
+			RID texture = layers[i].views[j + 1];
+			Size2i size = layers[i].mipmaps[j + 1].size;
+			p_storage->get_effects()->cubemap_downsample(view, texture, size);
+		}
+	}
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD::Sky
+
+void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
+	if (radiance.is_valid()) {
+		RD::get_singleton()->free(radiance);
+		radiance = RID();
+	}
+	reflection.clear_reflection_data();
+
+	if (uniform_buffer.is_valid()) {
+		RD::get_singleton()->free(uniform_buffer);
+		uniform_buffer = RID();
+	}
+
+	if (half_res_pass.is_valid()) {
+		RD::get_singleton()->free(half_res_pass);
+		half_res_pass = RID();
+	}
+
+	if (quarter_res_pass.is_valid()) {
+		RD::get_singleton()->free(quarter_res_pass);
+		quarter_res_pass = RID();
+	}
+
+	if (material.is_valid()) {
+		p_storage->free(material);
+	}
+}
+
+RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+	if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
+		return texture_uniform_sets[p_version];
+	}
+	Vector<RD::Uniform> uniforms;
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+		u.binding = 0;
+		if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
+			u.ids.push_back(radiance);
+		} else {
+			u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+		}
+		uniforms.push_back(u);
+	}
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+		u.binding = 1; // half res
+		if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
+			if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+				u.ids.push_back(reflection.layers[0].views[1]);
+			} else {
+				u.ids.push_back(half_res_pass);
+			}
+		} else {
+			if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+			} else {
+				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+			}
+		}
+		uniforms.push_back(u);
+	}
+	{
+		RD::Uniform u;
+		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+		u.binding = 2; // quarter res
+		if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
+			if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+				u.ids.push_back(reflection.layers[0].views[2]);
+			} else {
+				u.ids.push_back(quarter_res_pass);
+			}
+		} else {
+			if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+			} else {
+				u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+			}
+		}
+		uniforms.push_back(u);
+	}
+
+	texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
+	return texture_uniform_sets[p_version];
+}
+
+bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
+	ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
+	if (radiance_size == p_radiance_size) {
+		return false;
+	}
+	radiance_size = p_radiance_size;
+
+	if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+		WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+		radiance_size = 256;
+	}
+
+	if (radiance.is_valid()) {
+		RD::get_singleton()->free(radiance);
+		radiance = RID();
+	}
+	reflection.clear_reflection_data();
+
+	return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+	if (mode == p_mode) {
+		return false;
+	}
+
+	mode = p_mode;
+
+	if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+		WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+		set_radiance_size(256);
+	}
+
+	if (radiance.is_valid()) {
+		RD::get_singleton()->free(radiance);
+		radiance = RID();
+	}
+	reflection.clear_reflection_data();
+
+	return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+	if (material == p_material) {
+		return false;
+	}
+
+	material = p_material;
+	return true;
+}
+
+Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
+	if (radiance.is_valid()) {
+		RD::TextureFormat tf;
+		tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+		tf.width = p_size.width;
+		tf.height = p_size.height;
+		tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+		RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+		p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
+		Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
+		RD::get_singleton()->free(rad_tex);
+
+		Ref<Image> img;
+		img.instance();
+		img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
+		for (int i = 0; i < p_size.width; i++) {
+			for (int j = 0; j < p_size.height; j++) {
+				Color c = img->get_pixel(i, j);
+				c.r *= p_energy;
+				c.g *= p_energy;
+				c.b *= p_energy;
+				img->set_pixel(i, j, c);
+			}
+		}
+		return img;
+	}
+
+	return Ref<Image>();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+	SkyShaderData *shader_data = memnew(SkyShaderData);
+	return shader_data;
+}
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
+	// !BAS! Why isn't _create_sky_shader_func not just static too?
+	return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
+};
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+	SkyMaterialData *material_data = memnew(SkyMaterialData);
+	material_data->shader_data = p_shader;
+	material_data->last_frame = false;
+	//update will happen later anyway so do nothing.
+	return material_data;
+}
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+	// !BAS! same here, we could just make _create_sky_material_func static?
+	return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
+};
+
+RendererSceneSkyRD::RendererSceneSkyRD() {
+	roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
+	sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
+	sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
+}
+
+void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
+	storage = p_storage;
+
+	{
+		// Start with the directional lights for the sky
+		sky_scene_state.max_directional_lights = 4;
+		uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
+		sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+		sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+		sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
+		sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
+
+		String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
+
+		// Initialize sky
+		Vector<String> sky_modes;
+		sky_modes.push_back(""); // Full size
+		sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
+		sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
+		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
+		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
+		sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
+		sky_shader.shader.initialize(sky_modes, defines);
+	}
+
+	// register our shader funds
+	storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+	storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+
+	{
+		ShaderCompilerRD::DefaultIdentifierActions actions;
+
+		actions.renames["COLOR"] = "color";
+		actions.renames["ALPHA"] = "alpha";
+		actions.renames["EYEDIR"] = "cube_normal";
+		actions.renames["POSITION"] = "params.position_multiplier.xyz";
+		actions.renames["SKY_COORDS"] = "panorama_coords";
+		actions.renames["SCREEN_UV"] = "uv";
+		actions.renames["TIME"] = "params.time";
+		actions.renames["HALF_RES_COLOR"] = "half_res_color";
+		actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
+		actions.renames["RADIANCE"] = "radiance";
+		actions.renames["FOG"] = "custom_fog";
+		actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
+		actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
+		actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
+		actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
+		actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
+		actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
+		actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
+		actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
+		actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
+		actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
+		actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
+		actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
+		actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
+		actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
+		actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
+		actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
+		actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
+		actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
+		actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
+		actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
+		actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
+		actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
+		actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
+		actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
+		actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
+		actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+		actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+
+		actions.sampler_array_name = "material_samplers";
+		actions.base_texture_binding_index = 1;
+		actions.texture_layout_set = 1;
+		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";
+
+		sky_shader.compiler.initialize(actions);
+	}
+
+	{
+		// default material and shader for sky shader
+		sky_shader.default_shader = storage->shader_allocate();
+		storage->shader_initialize(sky_shader.default_shader);
+
+		storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
+
+		sky_shader.default_material = storage->material_allocate();
+		storage->material_initialize(sky_shader.default_material);
+
+		storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
+
+		SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
+		sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
+
+		sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
+
+		Vector<RD::Uniform> uniforms;
+
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+			u.binding = 0;
+			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.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+			u.binding = 1;
+			u.ids.push_back(storage->global_variables_get_storage_buffer());
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.binding = 2;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.ids.push_back(sky_scene_state.uniform_buffer);
+			uniforms.push_back(u);
+		}
+
+		{
+			RD::Uniform u;
+			u.binding = 3;
+			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+			u.ids.push_back(sky_scene_state.directional_light_buffer);
+			uniforms.push_back(u);
+		}
+
+		sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+	}
+
+	{
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.binding = 0;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+			u.ids.push_back(vfog);
+			uniforms.push_back(u);
+		}
+
+		sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+	}
+
+	{
+		// Need defaults for using fog with clear color
+		sky_scene_state.fog_shader = storage->shader_allocate();
+		storage->shader_initialize(sky_scene_state.fog_shader);
+
+		storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+		sky_scene_state.fog_material = storage->material_allocate();
+		storage->material_initialize(sky_scene_state.fog_material);
+
+		storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+		Vector<RD::Uniform> uniforms;
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 0;
+			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 1;
+			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+			uniforms.push_back(u);
+		}
+		{
+			RD::Uniform u;
+			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+			u.binding = 2;
+			u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+			uniforms.push_back(u);
+		}
+
+		sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
+	}
+}
+
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+	ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+
+	SkyMaterialData *material = nullptr;
+	Sky *sky = get_sky(p_env->sky);
+
+	RID sky_material;
+
+	SkyShaderData *shader_data = nullptr;
+
+	RS::EnvironmentBG background = p_env->background;
+
+	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+		// !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
+		ERR_FAIL_COND(!sky);
+		sky_material = sky_get_material(p_env->sky);
+
+		if (sky_material.is_valid()) {
+			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+			if (!material || !material->shader_data->valid) {
+				material = nullptr;
+			}
+		}
+
+		if (!material) {
+			sky_material = sky_shader.default_material;
+			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+		}
+
+		ERR_FAIL_COND(!material);
+
+		shader_data = material->shader_data;
+
+		ERR_FAIL_COND(!shader_data);
+	}
+
+	if (sky) {
+		// Invalidate supbass buffers if screen size changes
+		if (sky->screen_size != p_screen_size) {
+			sky->screen_size = p_screen_size;
+			sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+			sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+			if (shader_data->uses_half_res) {
+				if (sky->half_res_pass.is_valid()) {
+					RD::get_singleton()->free(sky->half_res_pass);
+					sky->half_res_pass = RID();
+				}
+				invalidate_sky(sky);
+			}
+			if (shader_data->uses_quarter_res) {
+				if (sky->quarter_res_pass.is_valid()) {
+					RD::get_singleton()->free(sky->quarter_res_pass);
+					sky->quarter_res_pass = RID();
+				}
+				invalidate_sky(sky);
+			}
+		}
+
+		// Create new subpass buffers if necessary
+		if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+				(shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+				sky->radiance.is_null()) {
+			invalidate_sky(sky);
+			update_dirty_skys();
+		}
+
+		if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
+			sky->prev_time = p_scene_render->time;
+			sky->reflection.dirty = true;
+			RenderingServerDefault::redraw_request();
+		}
+
+		if (material != sky->prev_material) {
+			sky->prev_material = material;
+			sky->reflection.dirty = true;
+		}
+
+		if (material->uniform_set_updated) {
+			material->uniform_set_updated = false;
+			sky->reflection.dirty = true;
+		}
+
+		if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+			sky->prev_position = p_transform.origin;
+			sky->reflection.dirty = true;
+		}
+
+		if (shader_data->uses_light) {
+			// Check whether the directional_light_buffer changes
+			bool light_data_dirty = false;
+
+			if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+				light_data_dirty = true;
+				for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+					sky_scene_state.directional_lights[i].enabled = false;
+				}
+			}
+			if (!light_data_dirty) {
+				for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+					if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+							sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+							sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+							sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+							sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+							sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+							sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+							sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+							sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+						light_data_dirty = true;
+						break;
+					}
+				}
+			}
+
+			if (light_data_dirty) {
+				RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
+
+				SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+				sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+				sky_scene_state.directional_lights = temp;
+				sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+				sky->reflection.dirty = true;
+			}
+		}
+	}
+
+	//setup fog variables
+	sky_scene_state.ubo.volumetric_fog_enabled = false;
+	if (p_render_buffers.is_valid()) {
+		if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
+			sky_scene_state.ubo.volumetric_fog_enabled = true;
+
+			float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
+			if (fog_end > 0.0) {
+				sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+			} else {
+				sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
+			}
+
+			float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+			if (fog_detail_spread > 0.0) {
+				sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+			} else {
+				sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+			}
+		}
+
+		RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
+
+		if (fog_uniform_set != RID()) {
+			sky_scene_state.fog_uniform_set = fog_uniform_set;
+		} else {
+			sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
+		}
+	}
+
+	sky_scene_state.ubo.z_far = p_projection.get_z_far();
+	sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
+	sky_scene_state.ubo.fog_density = p_env->fog_density;
+	sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
+	Color fog_color = p_env->fog_light_color.to_linear();
+	float fog_energy = p_env->fog_light_energy;
+	sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+	sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+	sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+	sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
+
+	RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
+}
+
+void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
+	ERR_FAIL_COND(!p_env);
+
+	Sky *sky = get_sky(p_env->sky);
+	ERR_FAIL_COND(!sky);
+
+	RID sky_material = sky_get_material(p_env->sky);
+
+	SkyMaterialData *material = nullptr;
+
+	if (sky_material.is_valid()) {
+		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+		if (!material || !material->shader_data->valid) {
+			material = nullptr;
+		}
+	}
+
+	if (!material) {
+		sky_material = sky_shader.default_material;
+		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+	}
+
+	ERR_FAIL_COND(!material);
+
+	SkyShaderData *shader_data = material->shader_data;
+
+	ERR_FAIL_COND(!shader_data);
+
+	float multiplier = p_env->bg_energy;
+
+	bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
+	RS::SkyMode sky_mode = sky->mode;
+
+	if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
+		if (shader_data->uses_time || shader_data->uses_position) {
+			update_single_frame = true;
+			sky_mode = RS::SKY_MODE_REALTIME;
+		} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
+			update_single_frame = false;
+			sky_mode = RS::SKY_MODE_INCREMENTAL;
+		} else {
+			update_single_frame = true;
+			sky_mode = RS::SKY_MODE_QUALITY;
+		}
+	}
+
+	if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
+		// On the first frame after creating sky, rebuild in single frame
+		update_single_frame = true;
+		sky_mode = RS::SKY_MODE_QUALITY;
+	}
+
+	int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
+
+	// Update radiance cubemap
+	if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
+		static const Vector3 view_normals[6] = {
+			Vector3(+1, 0, 0),
+			Vector3(-1, 0, 0),
+			Vector3(0, +1, 0),
+			Vector3(0, -1, 0),
+			Vector3(0, 0, +1),
+			Vector3(0, 0, -1)
+		};
+		static const Vector3 view_up[6] = {
+			Vector3(0, -1, 0),
+			Vector3(0, -1, 0),
+			Vector3(0, 0, +1),
+			Vector3(0, 0, -1),
+			Vector3(0, -1, 0),
+			Vector3(0, -1, 0)
+		};
+
+		CameraMatrix cm;
+		cm.set_perspective(90, 1, 0.01, 10.0);
+		CameraMatrix correction;
+		correction.set_depth_correction(true);
+		cm = correction * cm;
+
+		if (shader_data->uses_quarter_res) {
+			PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
+
+			Vector<Color> clear_colors;
+			clear_colors.push_back(Color(0.0, 0.0, 0.0));
+			RD::DrawListID cubemap_draw_list;
+
+			for (int i = 0; i < 6; i++) {
+				Transform local_view;
+				local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+				RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
+
+				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+				storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+				RD::get_singleton()->draw_list_end();
+			}
+		}
+
+		if (shader_data->uses_half_res) {
+			PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
+
+			Vector<Color> clear_colors;
+			clear_colors.push_back(Color(0.0, 0.0, 0.0));
+			RD::DrawListID cubemap_draw_list;
+
+			for (int i = 0; i < 6; i++) {
+				Transform local_view;
+				local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+				RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
+
+				cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+				storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+				RD::get_singleton()->draw_list_end();
+			}
+		}
+
+		RD::DrawListID cubemap_draw_list;
+		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
+
+		for (int i = 0; i < 6; i++) {
+			Transform local_view;
+			local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+			RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
+
+			cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			storage->get_effects()->render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+			RD::get_singleton()->draw_list_end();
+		}
+
+		if (sky_mode == RS::SKY_MODE_REALTIME) {
+			sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
+			if (sky_use_cubemap_array) {
+				sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+			}
+		} else {
+			if (update_single_frame) {
+				for (int i = 1; i < max_processing_layer; i++) {
+					sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
+				}
+				if (sky_use_cubemap_array) {
+					sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+				}
+			} else {
+				if (sky_use_cubemap_array) {
+					// Multi-Frame so just update the first array level
+					sky->reflection.update_reflection_mipmaps(storage, 0, 1);
+				}
+			}
+			sky->processing_layer = 1;
+		}
+
+		sky->reflection.dirty = false;
+
+	} else {
+		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
+			sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
+
+			if (sky_use_cubemap_array) {
+				sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
+			}
+
+			sky->processing_layer++;
+		}
+	}
+}
+
+void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
+	ERR_FAIL_COND(!p_env);
+
+	Sky *sky = get_sky(p_env->sky);
+	ERR_FAIL_COND(!sky);
+
+	SkyMaterialData *material = nullptr;
+	RID sky_material;
+
+	RS::EnvironmentBG background = p_env->background;
+
+	if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+		ERR_FAIL_COND(!sky);
+		sky_material = sky_get_material(p_env->sky);
+
+		if (sky_material.is_valid()) {
+			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+			if (!material || !material->shader_data->valid) {
+				material = nullptr;
+			}
+		}
+
+		if (!material) {
+			sky_material = sky_shader.default_material;
+			material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+		}
+	}
+
+	if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+		sky_material = sky_scene_state.fog_material;
+		material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+	}
+
+	ERR_FAIL_COND(!material);
+
+	SkyShaderData *shader_data = material->shader_data;
+
+	ERR_FAIL_COND(!shader_data);
+
+	Basis sky_transform = p_env->sky_orientation;
+	sky_transform.invert();
+
+	float multiplier = p_env->bg_energy;
+	float custom_fov = p_env->sky_custom_fov;
+	// Camera
+	CameraMatrix camera;
+
+	if (custom_fov) {
+		float near_plane = p_projection.get_z_near();
+		float far_plane = p_projection.get_z_far();
+		float aspect = p_projection.get_aspect();
+
+		camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+	} else {
+		camera = p_projection;
+	}
+
+	sky_transform = p_transform.basis * sky_transform;
+
+	if (shader_data->uses_quarter_res) {
+		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
+
+		RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+		Vector<Color> clear_colors;
+		clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+		storage->get_effects()->render_sky(draw_list, p_time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+		RD::get_singleton()->draw_list_end();
+	}
+
+	if (shader_data->uses_half_res) {
+		PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
+
+		RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+		Vector<Color> clear_colors;
+		clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+		storage->get_effects()->render_sky(draw_list, p_time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+		RD::get_singleton()->draw_list_end();
+	}
+
+	PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
+
+	RID texture_uniform_set;
+	if (sky) {
+		texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+	} else {
+		texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+	}
+
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+	storage->get_effects()->render_sky(draw_list, p_time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+	RD::get_singleton()->draw_list_end();
+}
+
+void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+	if (!p_sky->dirty) {
+		p_sky->dirty = true;
+		p_sky->dirty_list = dirty_sky_list;
+		dirty_sky_list = p_sky;
+	}
+}
+
+void RendererSceneSkyRD::update_dirty_skys() {
+	Sky *sky = dirty_sky_list;
+
+	while (sky) {
+		bool texture_set_dirty = false;
+		//update sky configuration if texture is missing
+
+		if (sky->radiance.is_null()) {
+			int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+			uint32_t w = sky->radiance_size, h = sky->radiance_size;
+			int layers = roughness_layers;
+			if (sky->mode == RS::SKY_MODE_REALTIME) {
+				layers = 8;
+				if (roughness_layers != 8) {
+					WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
+				}
+			}
+
+			if (sky_use_cubemap_array) {
+				//array (higher quality, 6 times more memory)
+				RD::TextureFormat tf;
+				tf.array_layers = layers * 6;
+				tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+				tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+				tf.mipmaps = mipmaps;
+				tf.width = w;
+				tf.height = h;
+				tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+				sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+				sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+
+			} else {
+				//regular cubemap, lower quality (aliasing, less memory)
+				RD::TextureFormat tf;
+				tf.array_layers = 6;
+				tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+				tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+				tf.mipmaps = MIN(mipmaps, layers);
+				tf.width = w;
+				tf.height = h;
+				tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+				sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+				sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers);
+			}
+			texture_set_dirty = true;
+		}
+
+		// Create subpass buffers if they haven't been created already
+		if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+			RD::TextureFormat tformat;
+			tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+			tformat.width = sky->screen_size.x / 2;
+			tformat.height = sky->screen_size.y / 2;
+			tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+			tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+			sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+			Vector<RID> texs;
+			texs.push_back(sky->half_res_pass);
+			sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+			texture_set_dirty = true;
+		}
+
+		if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+			RD::TextureFormat tformat;
+			tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+			tformat.width = sky->screen_size.x / 4;
+			tformat.height = sky->screen_size.y / 4;
+			tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+			tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+			sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+			Vector<RID> texs;
+			texs.push_back(sky->quarter_res_pass);
+			sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+			texture_set_dirty = true;
+		}
+
+		if (texture_set_dirty) {
+			for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
+				if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
+					RD::get_singleton()->free(sky->texture_uniform_sets[i]);
+					sky->texture_uniform_sets[i] = RID();
+				}
+			}
+		}
+
+		sky->reflection.dirty = true;
+		sky->processing_layer = 0;
+
+		Sky *next = sky->dirty_list;
+		sky->dirty_list = nullptr;
+		sky->dirty = false;
+		sky = next;
+	}
+
+	dirty_sky_list = nullptr;
+}
+
+RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND_V(!sky, RID());
+
+	return sky->material;
+}
+
+RID RendererSceneSkyRD::allocate_sky_rid() {
+	return sky_owner.allocate_rid();
+}
+
+void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+	sky_owner.initialize_rid(p_rid, Sky());
+}
+
+RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
+	return sky_owner.getornull(p_sky);
+}
+
+void RendererSceneSkyRD::free_sky(RID p_sky) {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND(!sky);
+
+	sky->free(storage);
+	sky_owner.free(p_sky);
+}
+
+void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND(!sky);
+
+	if (sky->set_radiance_size(p_radiance_size)) {
+		invalidate_sky(sky);
+	}
+}
+
+void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND(!sky);
+
+	if (sky->set_mode(p_mode)) {
+		invalidate_sky(sky);
+	}
+}
+
+void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND(!sky);
+
+	if (sky->set_material(p_material)) {
+		invalidate_sky(sky);
+	}
+}
+
+Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND_V(!sky, Ref<Image>());
+
+	update_dirty_skys();
+
+	return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
+}
+
+RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+	Sky *sky = get_sky(p_sky);
+	ERR_FAIL_COND_V(!sky, RID());
+
+	return sky->radiance;
+}

+ 292 - 0
servers/rendering/renderer_rd/renderer_scene_sky_rd.h

@@ -0,0 +1,292 @@
+/*************************************************************************/
+/*  renderer_scene_sky_rd.h                                              */
+/*************************************************************************/
+/*                       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).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
+#define RENDERING_SERVER_SCENE_SKY_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+class RendererSceneRenderRD;
+
+class RendererSceneSkyRD {
+private:
+	RendererStorageRD *storage;
+
+public:
+	enum SkySet {
+		SKY_SET_UNIFORMS,
+		SKY_SET_MATERIAL,
+		SKY_SET_TEXTURES,
+		SKY_SET_FOG,
+		SKY_SET_MAX
+	};
+
+	enum SkyTextureSetVersion {
+		SKY_TEXTURE_SET_BACKGROUND,
+		SKY_TEXTURE_SET_HALF_RES,
+		SKY_TEXTURE_SET_QUARTER_RES,
+		SKY_TEXTURE_SET_CUBEMAP,
+		SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
+		SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
+		SKY_TEXTURE_SET_MAX
+	};
+
+	enum SkyVersion {
+		SKY_VERSION_BACKGROUND,
+		SKY_VERSION_HALF_RES,
+		SKY_VERSION_QUARTER_RES,
+		SKY_VERSION_CUBEMAP,
+		SKY_VERSION_CUBEMAP_HALF_RES,
+		SKY_VERSION_CUBEMAP_QUARTER_RES,
+		SKY_VERSION_MAX
+	};
+
+	// Skys need less info from Directional Lights than the normal shaders
+	struct SkyDirectionalLightData {
+		float direction[3];
+		float energy;
+		float color[3];
+		float size;
+		uint32_t enabled;
+		uint32_t pad[3];
+	};
+
+	struct SkySceneState {
+		struct UBO {
+			uint32_t volumetric_fog_enabled;
+			float volumetric_fog_inv_length;
+			float volumetric_fog_detail_spread;
+
+			float fog_aerial_perspective;
+
+			float fog_light_color[3];
+			float fog_sun_scatter;
+
+			uint32_t fog_enabled;
+			float fog_density;
+
+			float z_far;
+			uint32_t directional_light_count;
+		};
+
+		UBO ubo;
+
+		SkyDirectionalLightData *directional_lights;
+		SkyDirectionalLightData *last_frame_directional_lights;
+		uint32_t max_directional_lights;
+		uint32_t last_frame_directional_light_count;
+		RID directional_light_buffer;
+		RID uniform_set;
+		RID uniform_buffer;
+		RID fog_uniform_set;
+		RID default_fog_uniform_set;
+
+		RID fog_shader;
+		RID fog_material;
+		RID fog_only_texture_uniform_set;
+	} sky_scene_state;
+
+	struct ReflectionData {
+		struct Layer {
+			struct Mipmap {
+				RID framebuffers[6];
+				RID views[6];
+				Size2i size;
+			};
+			Vector<Mipmap> mipmaps; //per-face view
+			Vector<RID> views; // per-cubemap view
+		};
+
+		struct DownsampleLayer {
+			struct Mipmap {
+				RID view;
+				Size2i size;
+			};
+			Vector<Mipmap> mipmaps;
+		};
+
+		RID radiance_base_cubemap; //cubemap for first layer, first cubemap
+		RID downsampled_radiance_cubemap;
+		DownsampleLayer downsampled_layer;
+		RID coefficient_buffer;
+
+		bool dirty = true;
+
+		Vector<Layer> layers;
+
+		void clear_reflection_data();
+		void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers);
+		void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
+		void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
+		void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
+	};
+
+	struct SkyShaderData : public RendererStorageRD::ShaderData {
+		bool valid;
+		RID version;
+
+		PipelineCacheRD pipelines[SKY_VERSION_MAX];
+		Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+		Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+		Vector<uint32_t> ubo_offsets;
+		uint32_t ubo_size;
+
+		String path;
+		String code;
+		Map<StringName, RID> default_texture_params;
+
+		bool uses_time;
+		bool uses_position;
+		bool uses_half_res;
+		bool uses_quarter_res;
+		bool uses_light;
+
+		virtual void set_code(const String &p_Code);
+		virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+		virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+		virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+		virtual bool is_param_texture(const StringName &p_param) const;
+		virtual bool is_animated() const;
+		virtual bool casts_shadows() const;
+		virtual Variant get_default_parameter(const StringName &p_parameter) const;
+		virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+		SkyShaderData();
+		virtual ~SkyShaderData();
+	};
+
+	/* Sky shader */
+
+	struct SkyShader {
+		SkyShaderRD shader;
+		ShaderCompilerRD compiler;
+
+		RID default_shader;
+		RID default_material;
+		RID default_shader_rd;
+	} sky_shader;
+
+	struct SkyMaterialData : public RendererStorageRD::MaterialData {
+		uint64_t last_frame;
+		SkyShaderData *shader_data;
+		RID uniform_buffer;
+		RID uniform_set;
+		Vector<RID> texture_cache;
+		Vector<uint8_t> ubo_data;
+		bool uniform_set_updated;
+
+		virtual void set_render_priority(int p_priority) {}
+		virtual void set_next_pass(RID p_pass) {}
+		virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+		virtual ~SkyMaterialData();
+	};
+
+	struct Sky {
+		RID radiance;
+		RID half_res_pass;
+		RID half_res_framebuffer;
+		RID quarter_res_pass;
+		RID quarter_res_framebuffer;
+		Size2i screen_size;
+
+		RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
+		RID uniform_set;
+
+		RID material;
+		RID uniform_buffer;
+
+		int radiance_size = 256;
+
+		RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
+
+		ReflectionData reflection;
+		bool dirty = false;
+		int processing_layer = 0;
+		Sky *dirty_list = nullptr;
+
+		//State to track when radiance cubemap needs updating
+		SkyMaterialData *prev_material;
+		Vector3 prev_position;
+		float prev_time;
+
+		void free(RendererStorageRD *p_storage);
+
+		RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
+		bool set_radiance_size(int p_radiance_size);
+		bool set_mode(RS::SkyMode p_mode);
+		bool set_material(RID p_material);
+		Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
+	};
+
+	uint32_t sky_ggx_samples_quality;
+	bool sky_use_cubemap_array;
+	Sky *dirty_sky_list = nullptr;
+	mutable RID_Owner<Sky, true> sky_owner;
+	int roughness_layers;
+
+	RendererStorageRD::ShaderData *_create_sky_shader_func();
+	static RendererStorageRD::ShaderData *_create_sky_shader_funcs();
+
+	RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
+	static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
+
+	RendererSceneSkyRD();
+
+	void init(RendererStorageRD *p_storage);
+
+	void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+	void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
+	void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
+
+	void invalidate_sky(Sky *p_sky);
+	void update_dirty_skys();
+
+	RID sky_get_material(RID p_sky) const;
+
+	RID allocate_sky_rid();
+	void initialize_sky_rid(RID p_rid);
+	Sky *get_sky(RID p_sky) const;
+	void free_sky(RID p_sky);
+	void sky_set_radiance_size(RID p_sky, int p_radiance_size);
+	void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
+	void sky_set_material(RID p_sky, RID p_material);
+	Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
+
+	RID sky_get_radiance_texture_rd(RID p_sky) const;
+};
+
+#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */

Някои файлове не бяха показани, защото твърде много файлове са промени