Browse Source

Merge pull request #60503 from clayjohn/OPENGL-3D

Rémi Verschelde 3 years ago
parent
commit
f394388aa2

+ 75 - 132
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -117,6 +117,7 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
 
 void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
 	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 
 	texture_storage->frame.current_rt = nullptr;
 
@@ -155,7 +156,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 		state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
 		state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
 
-		state_buffer.time = texture_storage->frame.time;
+		state_buffer.time = state.time;
 		state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
 
 		state_buffer.directional_light_count = 0; //directional_light_count;
@@ -178,8 +179,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 
 		//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
 		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
-		glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer);
+		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_BUFFER_OBJECT, state.canvas_state_buffer);
 		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
+
+		GLuint global_buffer = material_storage->global_variables_get_uniform_buffer();
+
+		glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_BUFFER_OBJECT, global_buffer);
 		glBindBuffer(GL_UNIFORM_BUFFER, 0);
 	}
 
@@ -197,8 +202,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 	r_sdf_used = false;
 	int item_count = 0;
 
-	glActiveTexture(GL_TEXTURE0);
-	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
 	Item *ci = p_item_list;
 	while (ci) {
 		// just add all items for now
@@ -215,7 +218,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 }
 
 void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
-	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
 	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 	Item *current_clip = nullptr;
 
@@ -229,88 +231,31 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 	RID prev_material;
 	uint32_t index = 0;
 
+	state.current_shader_version = state.canvas_shader_default_version;
+
 	for (int i = 0; i < p_item_count; i++) {
 		Item *ci = items[i];
 
 		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
-		GLES3::Material *material_ptr = material_storage->get_material(material);
 
 		if (material.is_null() && ci->canvas_group != nullptr) {
 			material = default_canvas_group_material;
 		}
 
 		if (material != prev_material) {
-			GLES3::Shader *shader_ptr = nullptr;
-
-			if (material_ptr) {
-				shader_ptr = material_ptr->shader;
-
-				if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
-					shader_ptr = nullptr; // not a canvas item shader, don't use.
-				}
+			GLES3::CanvasMaterialData *material_data = nullptr;
+			if (material.is_valid()) {
+				material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
 			}
-
-			if (shader_ptr) {
-				if (true) { //check that shader has changed
-					if (shader_ptr->canvas_item.uses_time) {
-						RenderingServerDefault::redraw_request();
-					}
-					//state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
-					state.current_shader_version = shader_ptr->version;
-				}
-
-				int tc = material_ptr->textures.size();
-				Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
-
-				ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw();
-
-				for (int ti = 0; ti < tc; i++) {
-					glActiveTexture(GL_TEXTURE0 + ti);
-
-					GLES3::Texture *t = texture_storage->get_texture(textures[ti].second);
-
-					if (!t) {
-						switch (texture_uniforms[i].hint) {
-							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
-							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
-								glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
-							} break;
-							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
-								glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
-							} break;
-							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
-								glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
-							} break;
-							default: {
-								glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-							} break;
-						}
-
-						continue;
-					}
-
-					//Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
-
-					if (t->redraw_if_visible) {
-						RenderingServerDefault::redraw_request();
-					}
-
-					t = t->get_ptr();
-
-#ifdef TOOLS_ENABLED
-					if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
-						t->detect_normal(t->detect_normal_ud);
-					}
-#endif
-					if (t->render_target) {
-						t->render_target->used_in_frame = true;
-					}
-
-					glBindTexture(t->target, t->tex_id);
+			if (material_data) {
+				if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+					// Bind uniform buffer and textures
+					material_data->bind_uniforms();
+					state.current_shader_version = material_data->shader_data->version;
+				} else {
+					state.current_shader_version = state.canvas_shader_default_version;
 				}
-
 			} else {
-				//state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
 				state.current_shader_version = state.canvas_shader_default_version;
 			}
 			prev_material = material;
@@ -389,7 +334,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
 					state.current_command = Item::Command::TYPE_RECT;
 				}
 				_bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
-				state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
+				GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
 
 				Rect2 src_rect;
 				Rect2 dst_rect;
@@ -552,7 +497,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
 					state.current_command = Item::Command::TYPE_POLYGON;
 				}
 				_bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
-				state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
+				GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
 
 				state.current_primitive = polygon->primitive;
 				state.instance_data_array[r_index].modulation[0] = base_color.r;
@@ -566,16 +511,18 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
 					state.instance_data_array[r_index].ninepatch_margins[j] = 0;
 				}
 
-				// If the previous operation is not done yet, allocated a new buffer
-				GLint syncStatus;
-				glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
-				if (syncStatus == GL_UNSIGNALED) {
-					_allocate_instance_data_buffer();
-				} else {
-					glDeleteSync(state.fences[state.current_buffer]);
+				// If the previous operation is not done yet, allocate a new buffer
+				if (state.fences[state.current_buffer] != GLsync()) {
+					GLint syncStatus;
+					glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+					if (syncStatus == GL_UNSIGNALED) {
+						_allocate_instance_data_buffer();
+					} else {
+						glDeleteSync(state.fences[state.current_buffer]);
+					}
 				}
 
-				glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+				glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
 #ifdef JAVASCRIPT_ENABLED
 				//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
 				glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
@@ -609,7 +556,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
 					state.current_command = Item::Command::TYPE_PRIMITIVE;
 				}
 				_bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
-				state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
+				GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
 
 				for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
 					state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
@@ -771,15 +718,17 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
 void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
 	if (state.end_batch && r_index > 0) {
 		// If the previous operation is not done yet, allocate a new buffer
-		GLint syncStatus;
-		glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
-		if (syncStatus == GL_UNSIGNALED) {
-			_allocate_instance_data_buffer();
-		} else {
-			glDeleteSync(state.fences[state.current_buffer]);
+		if (state.fences[state.current_buffer] != GLsync()) {
+			GLint syncStatus;
+			glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+			if (syncStatus == GL_UNSIGNALED) {
+				_allocate_instance_data_buffer();
+			} else {
+				glDeleteSync(state.fences[state.current_buffer]);
+			}
 		}
 
-		glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+		glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
 #ifdef JAVASCRIPT_ENABLED
 		//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
 		glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);
@@ -903,7 +852,8 @@ void RasterizerCanvasGLES3::canvas_begin() {
 	reset_canvas();
 
 	glActiveTexture(GL_TEXTURE0);
-	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+	GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+	glBindTexture(GL_TEXTURE_2D, tex->tex_id);
 }
 
 void RasterizerCanvasGLES3::canvas_end() {
@@ -961,11 +911,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
 		ct->size_cache = Size2i(1, 1);
 
 		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-
+		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
 	} else {
-		texture = texture->get_ptr();
-
 		glActiveTexture(GL_TEXTURE0);
 		glBindTexture(GL_TEXTURE_2D, texture->tex_id);
 
@@ -973,8 +921,8 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
 		state.current_tex_ptr = texture;
 		ct->size_cache = Size2i(texture->width, texture->height);
 
-		texture->GLSetFilter(GL_TEXTURE_2D, filter);
-		texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+		texture->gl_set_filter(filter);
+		texture->gl_set_repeat(repeat);
 	}
 
 	GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
@@ -983,17 +931,16 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
 		state.current_normal = RID();
 		ct->use_normal_cache = false;
 		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
-		glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
+		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
 
 	} else {
-		normal_map = normal_map->get_ptr();
-
 		glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6);
 		glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
 		state.current_normal = ct->normal_map;
 		ct->use_normal_cache = true;
-		texture->GLSetFilter(GL_TEXTURE_2D, filter);
-		texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+		texture->gl_set_filter(filter);
+		texture->gl_set_repeat(repeat);
 	}
 
 	GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
@@ -1002,17 +949,15 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
 		state.current_specular = RID();
 		ct->use_specular_cache = false;
 		glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
-		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-
+		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
 	} else {
-		specular_map = specular_map->get_ptr();
-
 		glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
 		glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
 		state.current_specular = ct->specular;
 		ct->use_specular_cache = true;
-		texture->GLSetFilter(GL_TEXTURE_2D, filter);
-		texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+		texture->gl_set_filter(filter);
+		texture->gl_set_repeat(repeat);
 	}
 
 	if (ct->use_specular_cache) {
@@ -1260,7 +1205,19 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
 	glBindBuffer(GL_UNIFORM_BUFFER, 0);
 }
 
-void RasterizerCanvasGLES3::initialize() {
+void RasterizerCanvasGLES3::set_time(double p_time) {
+	state.time = p_time;
+}
+
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
+
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
+	return singleton;
+}
+
+RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) {
+	singleton = this;
+	storage = p_storage;
 	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
 	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 
@@ -1386,9 +1343,7 @@ void RasterizerCanvasGLES3::initialize() {
 	}
 
 	//state.canvas_shadow_shader.init();
-
-	int uniform_max_size;
-	glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size);
+	int uniform_max_size = storage->config->max_uniform_buffer_size;
 	if (uniform_max_size < 65536) {
 		state.max_lights_per_render = 64;
 		state.max_instances_per_batch = 128;
@@ -1402,6 +1357,7 @@ void RasterizerCanvasGLES3::initialize() {
 	state.fences.resize(64);
 	glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
 	for (int i = 0; i < 64; i++) {
+		state.fences[i] = GLsync();
 		glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
 		glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
 	}
@@ -1419,9 +1375,9 @@ void RasterizerCanvasGLES3::initialize() {
 	global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
 	global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
 
-	state.canvas_shader.initialize(global_defines);
-	state.canvas_shader_default_version = state.canvas_shader.version_create();
-	state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
+	state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
+	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
 
 	//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows);
 
@@ -1463,32 +1419,19 @@ void fragment() {
 	state.using_transparent_rt = false;
 	state.using_skeleton = false;
 	state.current_shader_version = state.canvas_shader_default_version;
-}
-
-RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
-
-RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
-	return singleton;
-}
-
-RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) {
-	singleton = this;
-	storage = p_storage;
-	initialize();
+	state.time = 0.0;
 }
 
 RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
 	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
 	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 
-	state.canvas_shader.version_free(state.canvas_shader_default_version);
+	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version);
 	material_storage->material_free(default_canvas_group_material);
 	material_storage->shader_free(default_canvas_group_shader);
 	texture_storage->canvas_texture_free(default_canvas_texture);
 	singleton = nullptr;
-}
 
-void RasterizerCanvasGLES3::finalize() {
 	glDeleteBuffers(1, &data.canvas_quad_vertices);
 	glDeleteVertexArrays(1, &data.canvas_quad_array);
 

+ 14 - 11
drivers/gles3/rasterizer_canvas_gles3.h

@@ -53,13 +53,6 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
 	_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
 	_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
 
-	enum {
-		BASE_UNIFORM_BUFFER_OBJECT = 0,
-		MATERIAL_UNIFORM_BUFFER_OBJECT = 1,
-		TRANSFORMS_UNIFORM_BUFFER_OBJECT = 2,
-		CANVAS_TEXTURE_UNIFORM_BUFFER_OBJECT = 3,
-	};
-
 	enum {
 
 		FLAGS_INSTANCING_MASK = 0x7F,
@@ -104,6 +97,15 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
 	};
 
 public:
+	//TODO move to Material storage
+	enum {
+		BASE_UNIFORM_BUFFER_OBJECT = 0,
+		GLOBAL_UNIFORM_BUFFER_OBJECT = 1,
+		LIGHT_UNIFORM_BUFFER_OBJECT = 2,
+		INSTANCE_UNIFORM_BUFFER_OBJECT = 3,
+		MATERIAL_UNIFORM_BUFFER_OBJECT = 4,
+	};
+
 	struct StateBuffer {
 		float canvas_transform[16];
 		float screen_transform[16];
@@ -170,7 +172,7 @@ public:
 
 		InstanceData *instance_data_array = nullptr;
 		bool canvas_texscreen_used;
-		CanvasShaderGLES3 canvas_shader;
+		//CanvasShaderGLES3 canvas_shader;
 		RID canvas_shader_current_version;
 		RID canvas_shader_default_version;
 		//CanvasShadowShaderGLES3 canvas_shadow_shader;
@@ -203,6 +205,8 @@ public:
 
 		// FROM RD Renderer
 
+		double time = 0.0;
+
 		uint32_t max_lights_per_render;
 		uint32_t max_lights_per_item;
 		uint32_t max_instances_per_batch;
@@ -273,11 +277,10 @@ public:
 	void _end_batch(const uint32_t p_index);
 	void _allocate_instance_data_buffer();
 
-	void initialize();
-	void finalize();
+	void set_time(double p_time);
 
 	static RasterizerCanvasGLES3 *get_singleton();
-	RasterizerCanvasGLES3(RasterizerStorageGLES3 *storage);
+	RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage);
 	~RasterizerCanvasGLES3();
 };
 

+ 21 - 25
drivers/gles3/rasterizer_gles3.cpp

@@ -88,8 +88,6 @@
 #endif
 
 void RasterizerGLES3::begin_frame(double frame_step) {
-	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
-
 	frame++;
 	delta = frame_step;
 
@@ -98,11 +96,8 @@ void RasterizerGLES3::begin_frame(double frame_step) {
 	double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
 	time_total = Math::fmod(time_total, time_roll_over);
 
-	texture_storage->frame.time = time_total;
-	texture_storage->frame.count++;
-	texture_storage->frame.delta = frame_step;
-
-	storage->update_dirty_resources();
+	canvas->set_time(time_total);
+	scene->set_time(time_total, frame_step);
 
 	storage->info.render_final = storage->info.render;
 	storage->info.render.reset();
@@ -197,10 +192,18 @@ typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userP
 
 void RasterizerGLES3::initialize() {
 	print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
+}
 
-	texture_storage->set_main_thread_id(Thread::get_caller_id());
-	// make sure the OS knows to only access the renderer from the main thread
-	OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
+void RasterizerGLES3::finalize() {
+	memdelete(scene);
+	memdelete(canvas);
+	memdelete(storage);
+	memdelete(light_storage);
+	memdelete(particles_storage);
+	memdelete(mesh_storage);
+	memdelete(material_storage);
+	memdelete(texture_storage);
+	memdelete(config);
 }
 
 RasterizerGLES3::RasterizerGLES3() {
@@ -264,19 +267,14 @@ RasterizerGLES3::RasterizerGLES3() {
 	light_storage = memnew(GLES3::LightStorage);
 	storage = memnew(RasterizerStorageGLES3);
 	canvas = memnew(RasterizerCanvasGLES3(storage));
-	scene = memnew(RasterizerSceneGLES3);
+	scene = memnew(RasterizerSceneGLES3(storage));
+
+	texture_storage->set_main_thread_id(Thread::get_caller_id());
+	// make sure the OS knows to only access the renderer from the main thread
+	OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
 }
 
 RasterizerGLES3::~RasterizerGLES3() {
-	memdelete(scene);
-	memdelete(canvas);
-	memdelete(storage);
-	memdelete(light_storage);
-	memdelete(particles_storage);
-	memdelete(mesh_storage);
-	memdelete(material_storage);
-	memdelete(texture_storage);
-	memdelete(config);
 }
 
 void RasterizerGLES3::prepare_for_blitting_render_targets() {
@@ -298,7 +296,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
 	}
 	glReadBuffer(GL_COLOR_ATTACHMENT0);
 	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
-	glBlitFramebuffer(0, 0, rt->width, rt->height, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+	glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
 }
 
 // is this p_screen useless in a multi window environment?
@@ -340,10 +338,8 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
 
 	canvas->canvas_begin();
 
-	RID texture = texture_storage->texture_create();
-	//texture_storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
-	texture_storage->_texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
-	texture_storage->texture_set_data(texture, p_image);
+	RID texture = texture_storage->texture_allocate();
+	texture_storage->texture_2d_initialize(texture, p_image);
 
 	Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
 	Rect2 screenrect;

+ 1 - 1
drivers/gles3/rasterizer_gles3.h

@@ -84,7 +84,7 @@ public:
 
 	void end_frame(bool p_swap_buffers);
 
-	void finalize() {}
+	void finalize();
 
 	static RendererCompositor *_create_current() {
 		return memnew(RasterizerGLES3);

+ 600 - 26
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -29,10 +29,18 @@
 /*************************************************************************/
 
 #include "rasterizer_scene_gles3.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_default.h"
 
 #ifdef GLES3_ENABLED
 
-// TODO: 3D support not implemented yet.
+uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
+
+RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
+
+RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
+	return singleton;
+}
 
 RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
 	return nullptr;
@@ -137,39 +145,130 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
 void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
 }
 
-/* SDFGI UPDATE */
+/* SKY API */
 
-void RasterizerSceneGLES3::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+void RasterizerSceneGLES3::Sky::free() {
+	if (radiance != 0) {
+		glDeleteTextures(1, &radiance);
+		radiance = 0;
+		glDeleteFramebuffers(1, &radiance_framebuffer);
+		radiance_framebuffer = 0;
+	}
 }
 
-int RasterizerSceneGLES3::sdfgi_get_pending_region_count(RID p_render_buffers) const {
-	return 0;
+RID RasterizerSceneGLES3::sky_allocate() {
+	return sky_owner.allocate_rid();
 }
 
-AABB RasterizerSceneGLES3::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
-	return AABB();
+void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+	sky_owner.initialize_rid(p_rid);
 }
 
-uint32_t RasterizerSceneGLES3::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
-	return 0;
+void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+	Sky *sky = sky_owner.get_or_null(p_sky);
+	ERR_FAIL_COND(!sky);
+	ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
+
+	if (sky->radiance_size == p_radiance_size) {
+		return; // No need to update
+	}
+
+	sky->radiance_size = p_radiance_size;
+
+	sky->free();
 }
 
-/* SKY API */
+void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+	Sky *sky = sky_owner.get_or_null(p_sky);
+	ERR_FAIL_COND(!sky);
 
-RID RasterizerSceneGLES3::sky_allocate() {
-	return RID();
+	if (sky->mode == p_mode) {
+		return;
+	}
+
+	sky->mode = p_mode;
+
+	if (sky->mode == RS::SKY_MODE_REALTIME) {
+		WARN_PRINT_ONCE("The OpenGL renderer does not support the Real Time Sky Update Mode yet. Please use High Quality Mode instead");
+	}
 }
 
-void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+	Sky *sky = sky_owner.get_or_null(p_sky);
+	ERR_FAIL_COND(!sky);
+
+	if (sky->material == p_material) {
+		return;
+	}
+
+	sky->material = p_material;
 }
 
-void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void RasterizerSceneGLES3::_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 RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_samples) {
+void RasterizerSceneGLES3::_update_dirty_skys() {
+	Sky *sky = dirty_sky_list;
+
+	while (sky) {
+		if (sky->radiance == 0) {
+			//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 = sky_globals.roughness_layers;
+			glGenFramebuffers(1, &sky->radiance_framebuffer);
+
+			glGenTextures(1, &sky->radiance);
+		}
+
+		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;
 }
 
-void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+void RasterizerSceneGLES3::_draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
+	ERR_FAIL_COND(!p_sky);
+
+	glDepthMask(GL_TRUE);
+	glEnable(GL_DEPTH_TEST);
+	glDisable(GL_CULL_FACE);
+	glDisable(GL_BLEND);
+	glDepthFunc(GL_LEQUAL);
+	glColorMask(1, 1, 1, 1);
+
+	//state.sky_shader.version_bind_shader(sky_globals.default_shader, SkyShaderGLES3::MODE_BACKGROUND);
+	//glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_instance_data_buffers[state.current_buffer]); // Canvas data updated here
+	//glBindBufferBase(GL_UNIFORM_BUFFER, 1, state.canvas_instance_data_buffers[state.current_buffer]); // Global data
+	//glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.canvas_instance_data_buffers[state.current_buffer]); // Directional light data
+	//glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); // Material uniforms
+
+	// Camera
+	CameraMatrix camera;
+
+	if (p_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(p_custom_fov, aspect, near_plane, far_plane);
+
+	} else {
+		camera = p_projection;
+	}
+
+	glDrawArrays(GL_TRIANGLES, 0, 3);
 }
 
 Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
@@ -179,52 +278,107 @@ Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bo
 /* ENVIRONMENT API */
 
 RID RasterizerSceneGLES3::environment_allocate() {
-	return RID();
+	return environment_owner.allocate_rid();
 }
 
 void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
+	environment_owner.initialize_rid(p_rid);
 }
 
 void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->background = p_bg;
 }
 
 void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->sky = p_sky;
 }
 
 void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->sky_custom_fov = p_scale;
 }
 
 void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->sky_orientation = p_orientation;
 }
 
 void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->bg_color = p_color;
 }
 
 void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->bg_energy = p_energy;
 }
 
 void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->canvas_max_layer = p_max_layer;
 }
 
 void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->ambient_light = p_color;
+	env->ambient_source = p_ambient;
+	env->ambient_light_energy = p_energy;
+	env->ambient_sky_contribution = p_sky_contribution;
+	env->reflection_source = p_reflection_source;
 }
 
 void RasterizerSceneGLES3::environment_set_glow(RID p_env, 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, float p_glow_map_strength, RID p_glow_map) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+	env->glow_enabled = p_enable;
+	env->glow_levels = p_levels;
+	env->glow_intensity = p_intensity;
+	env->glow_strength = p_strength;
+	env->glow_mix = p_mix;
+	env->glow_bloom = p_bloom_threshold;
+	env->glow_blend_mode = p_blend_mode;
+	env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+	env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+	env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+	env->glow_map_strength = p_glow_map_strength;
+	env->glow_map = p_glow_map;
 }
 
 void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
+	glow_bicubic_upscale = p_enable;
 }
 
 void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
+	glow_high_quality = p_enable;
 }
 
 void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->ssr_enabled = p_enable;
+	env->ssr_max_steps = p_max_steps;
+	env->ssr_fade_in = p_fade_int;
+	env->ssr_fade_out = p_fade_out;
+	env->ssr_depth_tolerance = p_depth_tolerance;
 }
 
 void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
 }
 
 void RasterizerSceneGLES3::environment_set_ssao(RID p_env, 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) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
 }
 
 void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -248,12 +402,43 @@ void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::Envi
 }
 
 void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, 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) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->exposure = p_exposure;
+	env->tone_mapper = p_tone_mapper;
+	if (!env->auto_exposure && p_auto_exposure) {
+		env->auto_exposure_version = ++auto_exposure_counter;
+	}
+	env->auto_exposure = p_auto_exposure;
+	env->white = p_white;
+	env->min_luminance = p_min_luminance;
+	env->max_luminance = p_max_luminance;
+	env->auto_exp_speed = p_auto_exp_speed;
+	env->auto_exp_scale = p_auto_exp_scale;
 }
 
 void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->adjustments_enabled = p_enable;
+	env->adjustments_brightness = p_brightness;
+	env->adjustments_contrast = p_contrast;
+	env->adjustments_saturation = p_saturation;
+	env->use_1d_color_correction = p_use_1d_color_correction;
+	env->color_correction = p_color_correction;
 }
 
 void RasterizerSceneGLES3::environment_set_fog(RID p_env, 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_aerial_perspective) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND(!env);
+	env->fog_enabled = p_enable;
+	env->fog_light_color = p_light_color;
+	env->fog_light_energy = p_light_energy;
+	env->fog_sun_scatter = p_sun_scatter;
+	env->fog_density = p_density;
+	env->fog_height = p_height;
+	env->fog_height_density = p_height_density;
+	env->fog_aerial_perspective = p_aerial_perspective;
 }
 
 void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
@@ -266,19 +451,25 @@ void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_e
 }
 
 Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND_V(!env, Ref<Image>());
 	return Ref<Image>();
 }
 
 bool RasterizerSceneGLES3::is_environment(RID p_env) const {
-	return false;
+	return environment_owner.owns(p_env);
 }
 
 RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
-	return RS::ENV_BG_KEEP;
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
+	return env->background;
 }
 
 int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
-	return 0;
+	Environment *env = environment_owner.get_or_null(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->canvas_max_layer;
 }
 
 RID RasterizerSceneGLES3::camera_effects_allocate() {
@@ -409,6 +600,148 @@ void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
 }
 
 void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+	RENDER_TIMESTAMP("Setup 3D Scene");
+	// assign render data
+	// Use the format from rendererRD
+	RenderDataGLES3 render_data;
+	{
+		render_data.render_buffers = p_render_buffers;
+
+		// Our first camera is used by default
+		render_data.cam_transform = p_camera_data->main_transform;
+		render_data.cam_projection = p_camera_data->main_projection;
+		render_data.view_projection[0] = p_camera_data->main_projection;
+		render_data.cam_ortogonal = p_camera_data->is_ortogonal;
+
+		render_data.view_count = p_camera_data->view_count;
+		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+			render_data.view_projection[v] = p_camera_data->view_projection[v];
+		}
+
+		render_data.z_near = p_camera_data->main_projection.get_z_near();
+		render_data.z_far = p_camera_data->main_projection.get_z_far();
+
+		render_data.instances = &p_instances;
+		render_data.lights = &p_lights;
+		render_data.reflection_probes = &p_reflection_probes;
+		//render_data.voxel_gi_instances = &p_voxel_gi_instances;
+		//render_data.decals = &p_decals;
+		//render_data.lightmaps = &p_lightmaps;
+		//render_data.fog_volumes = &p_fog_volumes;
+		render_data.environment = p_environment;
+		render_data.camera_effects = p_camera_effects;
+		render_data.shadow_atlas = p_shadow_atlas;
+		render_data.reflection_atlas = p_reflection_atlas;
+		render_data.reflection_probe = p_reflection_probe;
+		render_data.reflection_probe_pass = p_reflection_probe_pass;
+
+		// this should be the same for all cameras..
+		render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+		render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+
+		if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+			render_data.screen_mesh_lod_threshold = 0.0;
+		} else {
+			render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+		}
+		render_data.render_info = r_render_info;
+	}
+
+	PagedArray<RID> empty;
+
+	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+		render_data.lights = &empty;
+		render_data.reflection_probes = &empty;
+	}
+
+	RenderBuffers *rb = nullptr;
+	//RasterizerStorageGLES3::RenderTarget *rt = nullptr;
+	if (p_render_buffers.is_valid()) {
+		rb = render_buffers_owner.get_or_null(p_render_buffers);
+		ERR_FAIL_COND(!rb);
+		//rt = texture_storage->render_target_owner.get_or_null(rb->render_target);
+		//ERR_FAIL_COND(!rt);
+	}
+
+	Color clear_color;
+	if (p_render_buffers.is_valid()) {
+		clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
+	} else {
+		clear_color = storage->get_default_clear_color();
+	}
+
+	Environment *env = environment_owner.get_or_null(p_environment);
+
+	bool fb_cleared = false;
+
+	glDepthFunc(GL_LEQUAL);
+
+	/* Depth Prepass */
+
+	glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+	if (!fb_cleared) {
+		glClearDepth(1.0f);
+		glClear(GL_DEPTH_BUFFER_BIT);
+	}
+
+	bool draw_sky = false;
+	bool keep_color = false;
+
+	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+		clear_color = Color(0, 0, 0, 1);
+	}
+	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+		clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+	} else if (is_environment(p_environment)) {
+		RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+		float bg_energy = env->bg_energy; //environment_get_bg_energy(p_environment);
+		switch (bg_mode) {
+			case RS::ENV_BG_CLEAR_COLOR: {
+				clear_color.r *= bg_energy;
+				clear_color.g *= bg_energy;
+				clear_color.b *= bg_energy;
+			} break;
+			case RS::ENV_BG_COLOR: {
+				clear_color = env->bg_color; //environment_get_bg_color(p_environment);
+				clear_color.r *= bg_energy;
+				clear_color.g *= bg_energy;
+				clear_color.b *= bg_energy;
+			} break;
+			case RS::ENV_BG_SKY: {
+				draw_sky = true;
+			} break;
+			case RS::ENV_BG_CANVAS: {
+				keep_color = true;
+			} break;
+			case RS::ENV_BG_KEEP: {
+				keep_color = true;
+			} break;
+			case RS::ENV_BG_CAMERA_FEED: {
+			} break;
+			default: {
+			}
+		}
+	}
+
+	if (!keep_color) {
+		glClearBufferfv(GL_COLOR, 0, clear_color.components);
+	}
+
+	if (draw_sky) {
+		//_draw_sky(sky, render_data.cam_projection, render_data.cam_transform, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+	}
+
+	if (p_render_buffers.is_valid()) {
+		/*
+		RENDER_TIMESTAMP("Tonemap");
+		_render_buffers_post_process_and_tonemap(&render_data);
+		*/
+
+		_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+	}
+	texture_storage->render_target_disable_clear_request(rb->render_target);
 }
 
 void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
@@ -417,20 +750,203 @@ void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, c
 void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
 }
 
-void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
-}
-
 void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
+	time = p_time;
+	time_step = p_step;
 }
 
 void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
+	debug_draw = p_debug_draw;
 }
 
 RID RasterizerSceneGLES3::render_buffers_create() {
-	return RID();
+	RenderBuffers rb;
+	return render_buffers_owner.make_rid(rb);
+}
+
+/* BACK FBO */
+/* For MSAA */
+/*
+#ifndef JAVASCRIPT_ENABLED
+	if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
+		rt->multisample_active = true;
+
+		static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+		int msaa = msaa_value[rt->msaa];
+
+		int max_samples = 0;
+		glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+		if (msaa > max_samples) {
+			WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+			msaa = max_samples;
+		}
+
+		//regular fbo
+		glGenFramebuffers(1, &rt->multisample_fbo);
+		bind_framebuffer(rt->multisample_fbo);
+
+		glGenRenderbuffers(1, &rt->multisample_depth);
+		glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+		glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y);
+
+		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+		glGenRenderbuffers(1, &rt->multisample_color);
+		glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+		glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y);
+
+		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+
+		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			// Delete allocated resources and default to no MSAA
+			WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
+			printf("err status: %x\n", status);
+			rt->multisample_active = false;
+
+			glDeleteFramebuffers(1, &rt->multisample_fbo);
+			rt->multisample_fbo = 0;
+
+			glDeleteRenderbuffers(1, &rt->multisample_depth);
+			rt->multisample_depth = 0;
+
+			glDeleteRenderbuffers(1, &rt->multisample_color);
+			rt->multisample_color = 0;
+		}
+
+		glBindRenderbuffer(GL_RENDERBUFFER, 0);
+		bind_framebuffer(0);
+
+	} else
+#endif // JAVASCRIPT_ENABLED
+	{
+		rt->multisample_active = false;
+	}
+	*/
+
+// copy texscreen buffers
+//	if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
+/*
+if (false) {
+glGenTextures(1, &rt->copy_screen_effect.color);
+glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
+
+if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+} else {
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
+}
+
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
+bind_framebuffer(rt->copy_screen_effect.fbo);
+glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
+
+glClearColor(0, 0, 0, 0);
+glClear(GL_COLOR_BUFFER_BIT);
+
+GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+if (status != GL_FRAMEBUFFER_COMPLETE) {
+	_clear_render_target(rt);
+	ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
 }
+}
+*/
 
 void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+	RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+	ERR_FAIL_COND(!rb);
+
+	//rb->internal_width = p_internal_width; // ignore for now
+	//rb->internal_height = p_internal_height;
+	rb->width = p_width;
+	rb->height = p_height;
+	//rb->fsr_sharpness = p_fsr_sharpness;
+	rb->render_target = p_render_target;
+	//rb->msaa = p_msaa;
+	//rb->screen_space_aa = p_screen_space_aa;
+	//rb->use_debanding = p_use_debanding;
+	//rb->view_count = p_view_count;
+
+	_free_render_buffer_data(rb);
+
+	GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
+
+	// framebuffer
+	glGenFramebuffers(1, &rb->framebuffer);
+	glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+	glBindTexture(GL_TEXTURE_2D, rt->color);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+
+	glGenTextures(1, &rb->depth_texture);
+	glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
+
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
+
+	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+	glBindTexture(GL_TEXTURE_2D, 0);
+	glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
+
+	if (status != GL_FRAMEBUFFER_COMPLETE) {
+		_free_render_buffer_data(rb);
+		WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
+		return;
+	}
+}
+
+void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
+	if (rb->depth_texture) {
+		glDeleteTextures(1, &rb->depth_texture);
+		rb->depth_texture = 0;
+	}
+	if (rb->framebuffer) {
+		glDeleteFramebuffers(1, &rb->framebuffer);
+		rb->framebuffer = 0;
+	}
+}
+
+//clear render buffers
+/*
+
+
+		if (rt->copy_screen_effect.color) {
+		glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
+		rt->copy_screen_effect.fbo = 0;
+
+		glDeleteTextures(1, &rt->copy_screen_effect.color);
+		rt->copy_screen_effect.color = 0;
+	}
+
+	if (rt->multisample_active) {
+		glDeleteFramebuffers(1, &rt->multisample_fbo);
+		rt->multisample_fbo = 0;
+
+		glDeleteRenderbuffers(1, &rt->multisample_depth);
+		rt->multisample_depth = 0;
+
+		glDeleteRenderbuffers(1, &rt->multisample_color);
+
+		rt->multisample_color = 0;
+	}
+*/
+
+void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
 }
 
 void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
@@ -454,10 +970,27 @@ TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector
 }
 
 bool RasterizerSceneGLES3::free(RID p_rid) {
-	return false;
+	if (environment_owner.owns(p_rid)) {
+		environment_owner.free(p_rid);
+	} else if (sky_owner.owns(p_rid)) {
+		Sky *sky = sky_owner.get_or_null(p_rid);
+		ERR_FAIL_COND_V(!sky, false);
+		sky->free();
+		sky_owner.free(p_rid);
+	} else if (render_buffers_owner.owns(p_rid)) {
+		RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
+		ERR_FAIL_COND_V(!rb, false);
+		_free_render_buffer_data(rb);
+		render_buffers_owner.free(p_rid);
+
+	} else {
+		return false;
+	}
+	return true;
 }
 
 void RasterizerSceneGLES3::update() {
+	_update_dirty_skys();
 }
 
 void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
@@ -469,7 +1002,48 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
 void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
 }
 
-RasterizerSceneGLES3::RasterizerSceneGLES3() {
+RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
+	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+	storage = p_storage;
+
+	{
+		// Initialize Sky stuff
+		sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
+		sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
+
+		String global_defines;
+		global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
+		global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
+		state.sky_shader.initialize(global_defines);
+		sky_globals.shader_default_version = state.sky_shader.version_create();
+		state.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
+	}
+
+	{
+		sky_globals.default_shader = material_storage->shader_allocate();
+
+		material_storage->shader_initialize(sky_globals.default_shader);
+
+		material_storage->shader_set_code(sky_globals.default_shader, R"(
+// Default sky shader.
+
+shader_type sky;
+
+void sky() {
+	COLOR = vec3(0.0);
+}
+)");
+		sky_globals.default_material = material_storage->material_allocate();
+		material_storage->material_initialize(sky_globals.default_material);
+
+		material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
+	}
+}
+
+RasterizerSceneGLES3::~RasterizerSceneGLES3() {
+	state.sky_shader.version_free(sky_globals.shader_default_version);
+	storage->free(sky_globals.default_material);
+	storage->free(sky_globals.default_shader);
 }
 
 #endif // GLES3_ENABLED

+ 319 - 8
drivers/gles3/rasterizer_scene_gles3.h

@@ -36,15 +36,314 @@
 #include "core/math/camera_matrix.h"
 #include "core/templates/rid_owner.h"
 #include "core/templates/self_list.h"
+#include "rasterizer_storage_gles3.h"
 #include "scene/resources/mesh.h"
 #include "servers/rendering/renderer_compositor.h"
 #include "servers/rendering/renderer_scene_render.h"
 #include "servers/rendering_server.h"
+#include "shader_gles3.h"
+#include "shaders/sky.glsl.gen.h"
+
+// Copied from renderer_scene_render_rd
+struct RenderDataGLES3 {
+	RID render_buffers = RID();
+
+	Transform3D cam_transform = Transform3D();
+	CameraMatrix cam_projection = CameraMatrix();
+	bool cam_ortogonal = false;
+
+	// For stereo rendering
+	uint32_t view_count = 1;
+	CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+
+	float z_near = 0.0;
+	float z_far = 0.0;
+
+	const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
+	const PagedArray<RID> *lights = nullptr;
+	const PagedArray<RID> *reflection_probes = nullptr;
+	//const PagedArray<RID> *voxel_gi_instances = nullptr;
+	//const PagedArray<RID> *decals = nullptr;
+	//const PagedArray<RID> *lightmaps = nullptr;
+	//const PagedArray<RID> *fog_volumes = nullptr;
+	RID environment = RID();
+	RID camera_effects = RID();
+	RID shadow_atlas = RID();
+	RID reflection_atlas = RID();
+	RID reflection_probe = RID();
+	int reflection_probe_pass = 0;
+
+	float lod_distance_multiplier = 0.0;
+	Plane lod_camera_plane = Plane();
+	float screen_mesh_lod_threshold = 0.0;
+
+	uint32_t directional_light_count = 0;
+
+	RendererScene::RenderInfo *render_info = nullptr;
+};
+
+class RasterizerStorageGLES3;
+class RasterizerCanvasGLES3;
 
 class RasterizerSceneGLES3 : public RendererSceneRender {
+private:
+	static RasterizerSceneGLES3 *singleton;
+	RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+	uint64_t scene_pass = 0;
+
+	/* Sky */
+	struct SkyGlobals {
+		RID shader_current_version;
+		RID shader_default_version;
+		RID default_material;
+		RID default_shader;
+		uint32_t max_directional_lights = 4;
+		uint32_t roughness_layers = 8;
+		uint32_t ggx_samples = 128;
+	} sky_globals;
+
+protected:
+	double time;
+	double time_step = 0;
+
+	struct RenderBuffers {
+		int internal_width = 0;
+		int internal_height = 0;
+		int width = 0;
+		int height = 0;
+		//float fsr_sharpness = 0.2f;
+		RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+		//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+		//bool use_debanding = false;
+		//uint32_t view_count = 1;
+
+		RID render_target;
+		GLuint internal_texture = 0; // Used for rendering when post effects are enabled
+		GLuint depth_texture = 0; // Main depth texture
+		GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture
+
+		//built-in textures used for ping pong image processing and blurring
+		struct Blur {
+			RID texture;
+
+			struct Mipmap {
+				RID texture;
+				int width;
+				int height;
+				GLuint fbo;
+			};
+
+			Vector<Mipmap> mipmaps;
+		};
+
+		Blur blur[2]; //the second one starts from the first mipmap
+
+		/*
+		GLuint fbo = 0;
+		GLuint color = 0;
+		GLuint depth = 0;
+
+		GLuint multisample_fbo = 0;
+		GLuint multisample_color = 0;
+		GLuint multisample_depth = 0;
+		bool multisample_active = false;
+
+		struct Effect {
+			GLuint fbo = 0;
+			int width = 0;
+			int height = 0;
+
+			GLuint color = 0;
+
+			Effect() {
+			}
+		};
+
+		Effect copy_screen_effect;
+
+		struct MipMaps {
+			struct Size {
+				GLuint fbo;
+				GLuint color;
+				int width;
+				int height;
+			};
+
+			Vector<Size> sizes;
+			GLuint color = 0;
+			int levels = 0;
+
+			MipMaps() {
+			}
+		};
+
+		MipMaps mip_maps[2];
+
+		*/
+	};
+
+	bool screen_space_roughness_limiter = false;
+	float screen_space_roughness_limiter_amount = 0.25;
+	float screen_space_roughness_limiter_limit = 0.18;
+
+	mutable RID_Owner<RenderBuffers, true> render_buffers_owner;
+
+	void _free_render_buffer_data(RenderBuffers *rb);
+	void _allocate_blur_textures(RenderBuffers *rb);
+	void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
+
+	void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
+
+	/* Environment */
+
+	struct Environment {
+		// 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;
+
+		/// 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;
+		float glow_map_strength = 1.0;
+		RID glow_map = RID();
+
+		/// 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;
+
+		/// 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();
+	};
+
+	RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+	bool ssao_half_size = false;
+	bool ssao_using_half_size = false;
+	float ssao_adaptive_target = 0.5;
+	int ssao_blur_passes = 2;
+	float ssao_fadeout_from = 50.0;
+	float ssao_fadeout_to = 300.0;
+
+	bool glow_bicubic_upscale = false;
+	bool glow_high_quality = false;
+	RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
+
+	static uint64_t auto_exposure_counter;
+
+	mutable RID_Owner<Environment, true> environment_owner;
+
+	/* Sky */
+
+	struct Sky {
+		// Screen Buffers
+		GLuint half_res_pass = 0;
+		GLuint half_res_framebuffer = 0;
+		GLuint quarter_res_pass = 0;
+		GLuint quarter_res_framebuffer = 0;
+		Size2i screen_size = Size2i(0, 0);
+
+		// Radiance Cubemap
+		GLuint radiance = 0;
+		GLuint radiance_framebuffer = 0;
+
+		RID material;
+		RID uniform_buffer;
+
+		int radiance_size = 256;
+
+		RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
+
+		//ReflectionData reflection;
+		bool reflection_dirty = false;
+		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 = Vector3(0.0, 0.0, 0.0);
+		float prev_time = 0.0f;
+
+		void free();
+		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(float p_energy, int p_roughness_layers, const Size2i &p_size);
+	};
+
+	Sky *dirty_sky_list = nullptr;
+	mutable RID_Owner<Sky, true> sky_owner;
+
+	void _invalidate_sky(Sky *p_sky);
+	void _update_dirty_skys();
+	void _draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
+
 public:
+	RasterizerStorageGLES3 *storage;
+	RasterizerCanvasGLES3 *canvas;
+
+	// References to shaders are needed in public space so they can be accessed in RasterizerStorageGLES3
 	struct State {
-		//SceneShaderGLES3 scene_shader;
+		SkyShaderGLES3 sky_shader;
 	} state;
 
 	GeometryInstance *geometry_instance_create(RID p_base) override;
@@ -88,17 +387,17 @@ public:
 
 	/* SDFGI UPDATE */
 
-	void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
-	int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
-	AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
-	uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
+	void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
+	int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
+	AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
+	uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
 
 	/* SKY API */
 
 	RID sky_allocate() override;
 	void sky_initialize(RID p_rid) override;
 	void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
-	void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override;
+	void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
 	void sky_set_material(RID p_sky, RID p_material) override;
 	Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
 
@@ -199,9 +498,19 @@ public:
 	void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
 	void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
 
-	void set_scene_pass(uint64_t p_pass) override;
+	void set_scene_pass(uint64_t p_pass) override {
+		scene_pass = p_pass;
+	}
+
+	_FORCE_INLINE_ uint64_t get_scene_pass() {
+		return scene_pass;
+	}
+
 	void set_time(double p_time, double p_step) override;
 	void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
+	_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+		return debug_draw;
+	}
 
 	RID render_buffers_create() override;
 	void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
@@ -222,7 +531,9 @@ public:
 	void decals_set_filter(RS::DecalFilter p_filter) override;
 	void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
 
-	RasterizerSceneGLES3();
+	static RasterizerSceneGLES3 *get_singleton();
+	RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage);
+	~RasterizerSceneGLES3();
 };
 
 #endif // GLES3_ENABLED

+ 36 - 164
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -38,24 +38,6 @@
 #include "rasterizer_scene_gles3.h"
 #include "servers/rendering/shader_language.h"
 
-void RasterizerStorageGLES3::bind_quad_array() const {
-	//glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
-	//glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
-	//glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
-
-	//glEnableVertexAttribArray(RS::ARRAY_VERTEX);
-	//glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
-}
-
-RID RasterizerStorageGLES3::sky_create() {
-	Sky *sky = memnew(Sky);
-	sky->radiance = 0;
-	return sky_owner.make_rid(sky);
-}
-
-void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
-}
-
 void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
 }
 
@@ -236,13 +218,9 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
 	glGenTextures(1, &cls->distance);
 	glBindTexture(GL_TEXTURE_2D, cls->distance);
 	if (config->use_rgba_2d_shadows) {
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
 	} else {
-#ifdef GLES_OVER_GL
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, nullptr);
-#else
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
-#endif
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
 	}
 
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -394,13 +372,6 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
 		return true;
 	} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
 		GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
-		return true;
-	} else if (sky_owner.owns(p_rid)) {
-		Sky *sky = sky_owner.get_or_null(p_rid);
-		sky_set_texture(p_rid, RID(), 256);
-		sky_owner.free(p_rid);
-		memdelete(sky);
-
 		return true;
 	} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
 		GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
@@ -535,16 +506,23 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
 }
 
 bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
+	if (p_feature == "rgtc") {
+		return config->rgtc_supported;
+	}
+
 	if (p_feature == "s3tc") {
 		return config->s3tc_supported;
 	}
 
+	if (p_feature == "bptc") {
+		return config->bptc_supported;
+	}
 	if (p_feature == "etc") {
 		return config->etc_supported;
 	}
 
-	if (p_feature == "skinning_fallback") {
-		return config->use_skeleton_software;
+	if (p_feature == "etc2") {
+		return config->etc2_supported;
 	}
 
 	return false;
@@ -652,100 +630,6 @@ RenderingDevice::DeviceType RasterizerStorageGLES3::get_video_adapter_type() con
 void RasterizerStorageGLES3::initialize() {
 	config = GLES3::Config::get_singleton();
 
-	//picky requirements for these
-	config->support_shadow_cubemaps = config->support_depth_texture && config->support_write_depth && config->support_depth_cubemaps;
-
-	// the use skeleton software path should be used if either float texture is not supported,
-	// OR max_vertex_texture_image_units is zero
-	config->use_skeleton_software = (config->float_texture_supported == false) || (config->max_vertex_texture_image_units == 0);
-
-	{
-		// quad for copying stuff
-
-		glGenBuffers(1, &resources.quadie);
-		glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
-		{
-			const float qv[16] = {
-				-1,
-				-1,
-				0,
-				0,
-				-1,
-				1,
-				0,
-				1,
-				1,
-				1,
-				1,
-				1,
-				1,
-				-1,
-				1,
-				0,
-			};
-
-			glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
-		}
-
-		glBindBuffer(GL_ARRAY_BUFFER, 0);
-	}
-
-	{
-		//default textures
-
-		glGenTextures(1, &resources.white_tex);
-		unsigned char whitetexdata[8 * 8 * 3];
-		for (int i = 0; i < 8 * 8 * 3; i++) {
-			whitetexdata[i] = 255;
-		}
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, resources.white_tex);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
-		glGenerateMipmap(GL_TEXTURE_2D);
-		glBindTexture(GL_TEXTURE_2D, 0);
-
-		glGenTextures(1, &resources.black_tex);
-		unsigned char blacktexdata[8 * 8 * 3];
-		for (int i = 0; i < 8 * 8 * 3; i++) {
-			blacktexdata[i] = 0;
-		}
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, resources.black_tex);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
-		glGenerateMipmap(GL_TEXTURE_2D);
-		glBindTexture(GL_TEXTURE_2D, 0);
-
-		glGenTextures(1, &resources.normal_tex);
-		unsigned char normaltexdata[8 * 8 * 3];
-		for (int i = 0; i < 8 * 8 * 3; i += 3) {
-			normaltexdata[i + 0] = 128;
-			normaltexdata[i + 1] = 128;
-			normaltexdata[i + 2] = 255;
-		}
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
-		glGenerateMipmap(GL_TEXTURE_2D);
-		glBindTexture(GL_TEXTURE_2D, 0);
-
-		glGenTextures(1, &resources.aniso_tex);
-		unsigned char anisotexdata[8 * 8 * 3];
-		for (int i = 0; i < 8 * 8 * 3; i += 3) {
-			anisotexdata[i + 0] = 255;
-			anisotexdata[i + 1] = 128;
-			anisotexdata[i + 2] = 0;
-		}
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
-		glGenerateMipmap(GL_TEXTURE_2D);
-		glBindTexture(GL_TEXTURE_2D, 0);
-	}
-
 	// skeleton buffer
 	{
 		resources.skeleton_transform_buffer_size = 0;
@@ -754,49 +638,41 @@ void RasterizerStorageGLES3::initialize() {
 
 	// radical inverse vdc cache texture
 	// used for cubemap filtering
-	if (true /*||config->float_texture_supported*/) { //uint8 is similar and works everywhere
-		glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
-
-		uint8_t radical_inverse[512];
+	glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
 
-		for (uint32_t i = 0; i < 512; i++) {
-			uint32_t bits = i;
-
-			bits = (bits << 16) | (bits >> 16);
-			bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
-			bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
-			bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
-			bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
+	/*
+	uint8_t radical_inverse[512];
 
-			float value = float(bits) * 2.3283064365386963e-10;
-			radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
-		}
+	for (uint32_t i = 0; i < 512; i++) {
+		uint32_t bits = i;
 
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
-		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
+		bits = (bits << 16) | (bits >> 16);
+		bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
+		bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
+		bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
+		bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
 
-		glBindTexture(GL_TEXTURE_2D, 0);
+		float value = float(bits) * 2.3283064365386963e-10;
+		radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
 	}
 
+	//glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
+	*/
+	glBindTexture(GL_TEXTURE_2D, 0);
+
 	{
 		glGenFramebuffers(1, &resources.mipmap_blur_fbo);
 		glGenTextures(1, &resources.mipmap_blur_color);
 	}
 
 #ifdef GLES_OVER_GL
-	//this needs to be enabled manually in OpenGL 2.1
-
-	if (config->extensions.has("GL_ARB_seamless_cube_map")) {
-		glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
-	}
-	glEnable(GL_POINT_SPRITE);
-	glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+	glEnable(GL_PROGRAM_POINT_SIZE);
 #endif
 }
 
@@ -804,10 +680,8 @@ void RasterizerStorageGLES3::finalize() {
 }
 
 void RasterizerStorageGLES3::_copy_screen() {
-	bind_quad_array();
 	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 }
-
 void RasterizerStorageGLES3::update_memory_info() {
 }
 
@@ -816,10 +690,8 @@ uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
 }
 
 void RasterizerStorageGLES3::update_dirty_resources() {
-	GLES3::MaterialStorage::get_singleton()->update_dirty_shaders();
-	GLES3::MaterialStorage::get_singleton()->update_dirty_materials();
-	//	update_dirty_skeletons();
-	//	update_dirty_multimeshes();
+	GLES3::MaterialStorage::get_singleton()->_update_global_variables();
+	GLES3::MaterialStorage::get_singleton()->_update_queued_materials();
 }
 
 RasterizerStorageGLES3::RasterizerStorageGLES3() {

+ 18 - 23
drivers/gles3/rasterizer_storage_gles3.h

@@ -55,19 +55,12 @@ public:
 	GLES3::Config *config;
 
 	struct Resources {
-		GLuint white_tex;
-		GLuint black_tex;
-		GLuint normal_tex;
-		GLuint aniso_tex;
-
 		GLuint mipmap_blur_fbo;
 		GLuint mipmap_blur_color;
 
 		GLuint radical_inverse_vdc_cache_tex;
 		bool use_rgba_2d_shadows;
 
-		GLuint quadie;
-
 		size_t skeleton_transform_buffer_size;
 		GLuint skeleton_transform_buffer;
 		LocalVector<float> skeleton_transform_cpu_buffer;
@@ -107,8 +100,6 @@ public:
 
 	} info;
 
-	void bind_quad_array() const;
-
 	/////////////////////////////////////////////////////////////////////////////////////////
 	//////////////////////////////////API////////////////////////////////////////////////////
 	/////////////////////////////////////////////////////////////////////////////////////////
@@ -116,20 +107,6 @@ public:
 public:
 	virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
 
-	/* SKY API */
-	// not sure if used in godot 4?
-	struct Sky {
-		RID self;
-		RID panorama;
-		GLuint radiance;
-		int radiance_size;
-	};
-
-	mutable RID_PtrOwner<Sky> sky_owner;
-
-	RID sky_create();
-	void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
-
 	/* VOXEL GI API */
 
 	RID voxel_gi_allocate() override;
@@ -278,6 +255,9 @@ public:
 	void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
 	bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
 
+	//bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state
+	String get_framebuffer_error(GLenum p_status);
+
 	RasterizerStorageGLES3();
 	~RasterizerStorageGLES3();
 };
@@ -319,6 +299,21 @@ inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buff
 	glBufferSubData(p_target, p_offset, p_data_size, p_data);
 }
 
+inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) {
+#ifdef DEBUG_ENABLED
+	if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
+	}
+#endif
+	return itos(p_status);
+}
+
 #endif // GLES3_ENABLED
 
 #endif // RASTERIZER_STORAGE_OPENGL_H

+ 7 - 4
drivers/gles3/shader_gles3.cpp

@@ -165,6 +165,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
 	builder.append("\n"); //make sure defines begin at newline
 	builder.append(general_defines.get_data());
 	builder.append(variant_defines[p_variant]);
+	builder.append("\n");
 	for (int j = 0; j < p_version->custom_defines.size(); j++) {
 		builder.append(p_version->custom_defines[j].get_data());
 	}
@@ -327,7 +328,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
 			glDeleteProgram(spec.id);
 			spec.id = 0;
 
-			ERR_PRINT("No OpenGL program link log. What the frick?");
+			ERR_PRINT("No OpenGL program link log. Something is wrong.");
 			ERR_FAIL();
 		}
 
@@ -552,9 +553,11 @@ void ShaderGLES3::_clear_version(Version *p_version) {
 
 	for (int i = 0; i < variant_count; i++) {
 		for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
-			glDeleteShader(it.value->vert_id);
-			glDeleteShader(it.value->frag_id);
-			glDeleteProgram(it.value->id);
+			if (it.value->id != 0) {
+				glDeleteShader(it.value->vert_id);
+				glDeleteShader(it.value->frag_id);
+				glDeleteProgram(it.value->id);
+			}
 		}
 	}
 

+ 1 - 1
drivers/gles3/shader_gles3.h

@@ -111,7 +111,7 @@ private:
 	void _clear_version(Version *p_version);
 	void _initialize_version(Version *p_version);
 
-	RID_Owner<Version> version_owner;
+	RID_Owner<Version, true> version_owner;
 
 	struct StageTemplate {
 		struct Chunk {

+ 1 - 0
drivers/gles3/shaders/SCsub

@@ -5,3 +5,4 @@ Import("env")
 if "GLES3_GLSL" in env["BUILDERS"]:
     env.GLES3_GLSL("canvas.glsl")
     env.GLES3_GLSL("copy.glsl")
+    env.GLES3_GLSL("sky.glsl")

+ 1 - 1
drivers/gles3/shaders/canvas.glsl

@@ -286,7 +286,7 @@ in vec2 pixel_size_interp;
 layout(location = 0) out vec4 frag_color;
 
 #ifdef MATERIAL_UNIFORMS_USED
-uniform MaterialUniforms{
+layout(std140) uniform MaterialUniforms{
 //ubo:4
 
 #MATERIAL_UNIFORMS

+ 179 - 0
drivers/gles3/shaders/sky.glsl

@@ -0,0 +1,179 @@
+/* clang-format off */
+#[modes]
+
+mode_background =
+mode_half_res = #define USE_HALF_RES_PASS
+mode_quarter_res = #define USE_QUARTER_RES_PASS
+mode_cubemap = #define USE_CUBEMAP_PASS
+mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
+mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
+
+#[specializations]
+
+#[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+	// One big triangle to cover the whole screen
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
+	uv_interp = base_arr[gl_VertexID];
+	gl_Position = vec4(uv_interp, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define M_PI 3.14159265359
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+in vec2 uv_interp;
+
+/* clang-format on */
+
+uniform samplerCube radiance; //texunit:-1
+#ifdef USE_CUBEMAP_PASS
+uniform samplerCube half_res; //texunit:-2
+uniform samplerCube quarter_res; //texunit:-3
+#else
+uniform sampler2D half_res; //texunit:-2
+uniform sampler2D quarter_res; //texunit:-3
+#endif
+
+layout(std140) uniform CanvasData { //ubo:0
+	mat3 orientation;
+	vec4 projection;
+	vec4 position_multiplier;
+	float time;
+	float luminance_multiplier;
+	float pad1;
+	float pad2;
+};
+
+layout(std140) uniform GlobalVariableData { //ubo:1
+	vec4 global_variables[MAX_GLOBAL_VARIABLES];
+};
+
+struct DirectionalLightData {
+	vec4 direction_energy;
+	vec4 color_size;
+	bool enabled;
+};
+
+layout(std140) uniform DirectionalLights { //ubo:2
+	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{
+//ubo:3
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+#ifdef USE_CUBEMAP_PASS
+#define AT_CUBEMAP_PASS true
+#else
+#define AT_CUBEMAP_PASS false
+#endif
+
+#ifdef USE_HALF_RES_PASS
+#define AT_HALF_RES_PASS true
+#else
+#define AT_HALF_RES_PASS false
+#endif
+
+#ifdef USE_QUARTER_RES_PASS
+#define AT_QUARTER_RES_PASS true
+#else
+#define AT_QUARTER_RES_PASS false
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+	vec3 cube_normal;
+	cube_normal.z = -1.0;
+	cube_normal.x = (uv_interp.x + projection.x) / projection.y;
+	cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
+	cube_normal = mat3(orientation) * cube_normal;
+	cube_normal.z = -cube_normal.z;
+	cube_normal = normalize(cube_normal);
+
+	vec2 uv = uv_interp * 0.5 + 0.5;
+
+	vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+
+	if (panorama_coords.x < 0.0) {
+		panorama_coords.x += M_PI * 2.0;
+	}
+
+	panorama_coords /= vec2(M_PI * 2.0, M_PI);
+
+	vec3 color = vec3(0.0, 0.0, 0.0);
+	float alpha = 1.0; // Only available to subpasses
+	vec4 half_res_color = vec4(1.0);
+	vec4 quarter_res_color = vec4(1.0);
+	vec4 custom_fog = vec4(0.0);
+
+#ifdef USE_CUBEMAP_PASS
+	vec3 inverted_cube_normal = cube_normal;
+	inverted_cube_normal.z *= -1.0;
+#ifdef USES_HALF_RES_COLOR
+	half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+	quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#else
+#ifdef USES_HALF_RES_COLOR
+	half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+	quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#endif
+
+	{
+
+#CODE : SKY
+
+	}
+
+	frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
+	frag_color.a = alpha;
+
+	// Blending is disabled for Sky, so alpha doesn't blend
+	// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+	if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+		frag_color.a = 0.0;
+	}
+}

+ 32 - 27
drivers/gles3/storage/config.cpp

@@ -31,40 +31,50 @@
 #ifdef GLES3_ENABLED
 
 #include "config.h"
+#include "core/config/project_settings.h"
 #include "core/templates/vector.h"
 
 using namespace GLES3;
 
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
 Config *Config::singleton = nullptr;
 
 Config::Config() {
 	singleton = this;
 
 	{
-		const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
-
-		Vector<String> exts = String((const char *)extension_string).split(" ");
-
-		for (int i = 0; i < exts.size(); i++) {
-			extensions.insert(exts[i]);
+		int max_extensions = 0;
+		glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
+		for (int i = 0; i < max_extensions; i++) {
+			const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
+			if (!s) {
+				break;
+			}
+			extensions.insert((const char *)s);
 		}
 	}
 
 	keep_original_textures = true; // false
-	shrink_textures_x2 = false;
 	depth_internalformat = GL_DEPTH_COMPONENT;
 	depth_type = GL_UNSIGNED_INT;
 
+	srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+	etc2_supported = true;
 #ifdef GLES_OVER_GL
 	float_texture_supported = true;
 	s3tc_supported = true;
-	etc_supported = false;
+	etc_supported = false; // extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+	bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
+	rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
 	support_npot_repeat_mipmap = true;
 	depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
 #else
 	float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
 	s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
 	etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
+	bptc_supported = false;
+	rgtc_supported = false;
 	support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
 
 #ifdef JAVASCRIPT_ENABLED
@@ -86,23 +96,13 @@ Config::Config() {
 #endif
 #endif
 
-#ifdef GLES_OVER_GL
-	//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
-	render_to_mipmap_supported = false;
-#else
-	//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
-	render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
-#endif
-
 #ifdef GLES_OVER_GL
 	use_rgba_2d_shadows = false;
-	support_depth_texture = true;
 	use_rgba_3d_shadows = false;
 	support_depth_cubemaps = true;
 #else
 	use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
-	support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
-	use_rgba_3d_shadows = !support_depth_texture;
+	use_rgba_3d_shadows = false;
 	support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
 #endif
 
@@ -130,20 +130,25 @@ Config::Config() {
 		support_half_float_vertices = false;
 	}
 
-	etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
-	latc_supported = extensions.has("GL_EXT_texture_compression_latc");
-	bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
-	rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
-	bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
-	srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+	//picky requirements for these
+	support_shadow_cubemaps = support_write_depth && support_depth_cubemaps;
+	// the use skeleton software path should be used if either float texture is not supported,
+	// OR max_vertex_texture_image_units is zero
+	use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
 
 	glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
 	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
 	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+	glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
+
+	support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
+	if (support_anisotropic_filter) {
+		glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
+		anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
+	}
 
 	force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
-	use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
-	// should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
+	use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
 }
 
 Config::~Config() {

+ 4 - 6
drivers/gles3/storage/config.h

@@ -51,13 +51,13 @@ private:
 	static Config *singleton;
 
 public:
-	bool shrink_textures_x2;
-	bool use_fast_texture_filter;
+	bool use_nearest_mip_filter;
 	bool use_skeleton_software;
 
 	int max_vertex_texture_image_units;
 	int max_texture_image_units;
 	int max_texture_size;
+	int max_uniform_buffer_size;
 
 	// TODO implement wireframe in OpenGL
 	// bool generate_wireframes;
@@ -84,12 +84,10 @@ public:
 	bool support_write_depth;
 	bool support_half_float_vertices;
 	bool support_npot_repeat_mipmap;
-	bool support_depth_texture;
 	bool support_depth_cubemaps;
-
 	bool support_shadow_cubemaps;
-
-	bool render_to_mipmap_supported;
+	bool support_anisotropic_filter;
+	float anisotropic_level;
 
 	GLuint depth_internalformat;
 	GLuint depth_type;

File diff suppressed because it is too large
+ 1195 - 1
drivers/gles3/storage/material_storage.cpp


+ 224 - 176
drivers/gles3/storage/material_storage.h

@@ -44,193 +44,246 @@
 
 #include "drivers/gles3/shaders/copy.glsl.gen.h"
 
+#include "../shaders/canvas.glsl.gen.h"
+#include "../shaders/sky.glsl.gen.h"
+
 namespace GLES3 {
 
 /* SHADER Structs */
 
 struct Shaders {
-	ShaderCompiler compiler;
+	CanvasShaderGLES3 canvas_shader;
+	SkyShaderGLES3 sky_shader;
+
+	ShaderCompiler compiler_canvas;
+	ShaderCompiler compiler_scene;
+	ShaderCompiler compiler_particles;
+	ShaderCompiler compiler_sky;
+};
+
+struct ShaderData {
+	virtual void set_code(const String &p_Code) = 0;
+	virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
+	virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
 
-	CopyShaderGLES3 copy;
-	RID copy_version;
-	//CubemapFilterShaderGLES3 cubemap_filter;
+	virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
+	virtual bool is_param_texture(const StringName &p_param) const = 0;
+	virtual bool is_animated() const = 0;
+	virtual bool casts_shadows() const = 0;
+	virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+	virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
 
-	ShaderCompiler::IdentifierActions actions_canvas;
-	ShaderCompiler::IdentifierActions actions_scene;
-	ShaderCompiler::IdentifierActions actions_particles;
+	virtual ~ShaderData() {}
 };
 
+typedef ShaderData *(*ShaderDataRequestFunction)();
+
 struct Material;
 
 struct Shader {
-	RID self;
-
-	RS::ShaderMode mode;
-	ShaderGLES3 *shader = nullptr;
+	ShaderData *data = nullptr;
 	String code;
-	SelfList<Material>::List materials;
-
-	Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+	RS::ShaderMode mode;
+	Map<StringName, Map<int, RID>> default_texture_parameter;
+	Set<Material *> owners;
+};
 
-	RID version;
+/* Material structs */
 
-	SelfList<Shader> dirty_list;
+struct MaterialData {
+	void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+	void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
 
-	Map<StringName, Map<int, RID>> default_textures;
+	virtual void set_render_priority(int p_priority) = 0;
+	virtual void set_next_pass(RID p_pass) = 0;
+	virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+	virtual void bind_uniforms() = 0;
+	virtual ~MaterialData();
 
-	Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+	// Used internally by all Materials
+	void update_parameters_internal(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);
 
-	bool valid;
+protected:
+	Vector<uint8_t> ubo_data;
+	GLuint uniform_buffer = GLuint(0);
+	Vector<RID> texture_cache;
 
-	String path;
+private:
+	friend class MaterialStorage;
+	RID self;
+	List<RID>::Element *global_buffer_E = nullptr;
+	List<RID>::Element *global_texture_E = nullptr;
+	uint64_t global_textures_pass = 0;
+	Map<StringName, uint64_t> used_global_textures;
 
-	uint32_t index;
-	uint64_t last_pass;
-
-	struct CanvasItem {
-		enum BlendMode {
-			BLEND_MODE_MIX,
-			BLEND_MODE_ADD,
-			BLEND_MODE_SUB,
-			BLEND_MODE_MUL,
-			BLEND_MODE_PMALPHA,
-		};
-
-		int blend_mode;
-
-		enum LightMode {
-			LIGHT_MODE_NORMAL,
-			LIGHT_MODE_UNSHADED,
-			LIGHT_MODE_LIGHT_ONLY
-		};
-
-		int light_mode;
-
-		bool uses_screen_texture;
-		bool uses_screen_uv;
-		bool uses_time;
-		bool uses_modulate;
-		bool uses_color;
-		bool uses_vertex;
-
-		// all these should disable item joining if used in a custom shader
-		bool uses_model_matrix;
-		bool uses_extra_matrix;
-		bool uses_projection_matrix;
-		bool uses_instance_custom;
-
-	} canvas_item;
-
-	struct Spatial {
-		enum BlendMode {
-			BLEND_MODE_MIX,
-			BLEND_MODE_ADD,
-			BLEND_MODE_SUB,
-			BLEND_MODE_MUL,
-		};
-
-		int blend_mode;
-
-		enum DepthDrawMode {
-			DEPTH_DRAW_OPAQUE,
-			DEPTH_DRAW_ALWAYS,
-			DEPTH_DRAW_NEVER,
-			DEPTH_DRAW_ALPHA_PREPASS,
-		};
-
-		int depth_draw_mode;
-
-		enum CullMode {
-			CULL_MODE_FRONT,
-			CULL_MODE_BACK,
-			CULL_MODE_DISABLED,
-		};
-
-		int cull_mode;
-
-		bool uses_alpha;
-		bool uses_alpha_scissor;
-		bool unshaded;
-		bool no_depth_test;
-		bool uses_vertex;
-		bool uses_discard;
-		bool uses_sss;
-		bool uses_screen_texture;
-		bool uses_depth_texture;
-		bool uses_time;
-		bool uses_tangent;
-		bool uses_ensure_correct_normals;
-		bool writes_modelview_or_projection;
-		bool uses_vertex_lighting;
-		bool uses_world_coordinates;
-
-	} spatial;
-
-	struct Particles {
-	} particles;
-
-	bool uses_vertex_time;
-	bool uses_fragment_time;
-
-	Shader() :
-			dirty_list(this) {
-		shader = nullptr;
-		valid = false;
-		version = RID();
-		last_pass = 0;
-	}
+	//internally by update_parameters_internal
 };
 
-/* MATERIAL Structs */
+typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
 
 struct Material {
 	RID self;
+	MaterialData *data = nullptr;
 	Shader *shader = nullptr;
+	//shortcut to shader data and type
+	RS::ShaderMode shader_mode = RS::SHADER_MAX;
+	uint32_t shader_id = 0;
+	bool uniform_dirty = false;
+	bool texture_dirty = false;
 	Map<StringName, Variant> params;
-	SelfList<Material> list;
-	SelfList<Material> dirty_list;
-	Vector<Pair<StringName, RID>> textures;
-	float line_width;
-	int render_priority;
-
+	int32_t priority = 0;
 	RID next_pass;
+	SelfList<Material> update_element;
 
-	uint32_t index;
-	uint64_t last_pass;
+	RendererStorage::Dependency dependency;
 
-	//		Map<Geometry *, int> geometry_owners;
-	//		Map<InstanceBaseDependency *, int> instance_owners;
+	Material() :
+			update_element(this) {}
+};
 
-	bool can_cast_shadow_cache;
-	bool is_animated_cache;
+// CanvasItem Materials
 
-	Material() :
-			list(this),
-			dirty_list(this) {
-		can_cast_shadow_cache = false;
-		is_animated_cache = false;
-		shader = nullptr;
-		line_width = 1.0;
-		last_pass = 0;
-		render_priority = 0;
-	}
+struct CanvasShaderData : public ShaderData {
+	enum BlendMode { //used internally
+		BLEND_MODE_MIX,
+		BLEND_MODE_ADD,
+		BLEND_MODE_SUB,
+		BLEND_MODE_MUL,
+		BLEND_MODE_PMALPHA,
+		BLEND_MODE_DISABLED,
+	};
+
+	bool valid;
+	RID version;
+	//PipelineVariants pipeline_variants;
+	String path;
+
+	Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+	Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+	Vector<uint32_t> ubo_offsets;
+	uint32_t ubo_size;
+
+	String code;
+	Map<StringName, Map<int, RID>> default_texture_params;
+
+	bool uses_screen_texture = false;
+	bool uses_sdf = false;
+	bool uses_time = false;
+
+	virtual void set_code(const String &p_Code);
+	virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+	virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+	virtual void get_instance_param_list(List<RendererMaterialStorage::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;
+
+	CanvasShaderData();
+	virtual ~CanvasShaderData();
+};
+
+ShaderData *_create_canvas_shader_func();
+
+struct CanvasMaterialData : public MaterialData {
+	CanvasShaderData *shader_data = nullptr;
+
+	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 void bind_uniforms();
+	virtual ~CanvasMaterialData();
+};
+
+MaterialData *_create_canvas_material_func(ShaderData *p_shader);
+
+/* Global variable structs */
+struct GlobalVariables {
+	enum {
+		BUFFER_DIRTY_REGION_SIZE = 1024
+	};
+	struct Variable {
+		Set<RID> texture_materials; // materials using this
+
+		RS::GlobalVariableType type;
+		Variant value;
+		Variant override;
+		int32_t buffer_index; //for vectors
+		int32_t buffer_elements; //for vectors
+	};
+
+	HashMap<StringName, Variable> variables;
+
+	struct Value {
+		float x;
+		float y;
+		float z;
+		float w;
+	};
+
+	struct ValueInt {
+		int32_t x;
+		int32_t y;
+		int32_t z;
+		int32_t w;
+	};
+
+	struct ValueUInt {
+		uint32_t x;
+		uint32_t y;
+		uint32_t z;
+		uint32_t w;
+	};
+
+	struct ValueUsage {
+		uint32_t elements = 0;
+	};
+
+	List<RID> materials_using_buffer;
+	List<RID> materials_using_texture;
+
+	GLuint buffer = GLuint(0);
+	Value *buffer_values = nullptr;
+	ValueUsage *buffer_usage = nullptr;
+	bool *buffer_dirty_regions = nullptr;
+	uint32_t buffer_dirty_region_count = 0;
+
+	uint32_t buffer_size;
+
+	bool must_update_texture_materials = false;
+	bool must_update_buffer_materials = false;
+
+	HashMap<RID, int32_t> instance_buffer_pos;
 };
 
 class MaterialStorage : public RendererMaterialStorage {
 private:
+	friend struct MaterialData;
 	static MaterialStorage *singleton;
 
-	/* SHADER API */
+	/* GLOBAL VARIABLE API */
+
+	GlobalVariables global_variables;
+
+	int32_t _global_variable_allocate(uint32_t p_elements);
+	void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
+	void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
 
-	mutable Shaders shaders;
+	/* SHADER API */
 
-	mutable RID_PtrOwner<Shader> shader_owner;
-	mutable SelfList<Shader>::List _shader_dirty_list;
+	ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
+	mutable RID_Owner<Shader, true> shader_owner;
 
 	/* MATERIAL API */
+	MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
+	mutable RID_Owner<Material, true> material_owner;
+
+	SelfList<Material>::List material_update_list;
 
-	mutable SelfList<Material>::List _material_dirty_list;
-	mutable RID_PtrOwner<Material> material_owner;
+	//static void _material_uniform_set_erased(void *p_material);
 
 public:
 	static MaterialStorage *get_singleton();
@@ -238,8 +291,12 @@ public:
 	MaterialStorage();
 	virtual ~MaterialStorage();
 
+	Shaders shaders;
+
 	/* GLOBAL VARIABLE API */
 
+	void _update_global_variables();
+
 	virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
 	virtual void global_variable_remove(const StringName &p_name) override;
 	virtual Vector<StringName> global_variable_get_list() const override;
@@ -248,6 +305,7 @@ public:
 	virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
 	virtual Variant global_variable_get(const StringName &p_name) const override;
 	virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
+	RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
 
 	virtual void global_variables_load_settings(bool p_load_textures = true) override;
 	virtual void global_variables_clear() override;
@@ -256,6 +314,8 @@ public:
 	virtual void global_variables_instance_free(RID p_instance) override;
 	virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
 
+	GLuint global_variables_get_uniform_buffer() const;
+
 	/* SHADER API */
 
 	Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
@@ -267,68 +327,56 @@ public:
 	virtual void shader_initialize(RID p_rid) override;
 	virtual void shader_free(RID p_rid) override;
 
-	//RID shader_create() override;
-
 	virtual void shader_set_code(RID p_shader, const String &p_code) override;
 	virtual String shader_get_code(RID p_shader) const override;
 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
 
 	virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
 	virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
+	virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
 
-	virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
-
-	void _update_shader(Shader *p_shader) const;
-	void update_dirty_shaders();
-
-	// new
-	Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+	virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
 
 	/* MATERIAL API */
 
 	Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
 	bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
 
-	void _material_make_dirty(Material *p_material) const;
+	void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
+	void _update_queued_materials();
 
-	//	void _material_add_geometry(RID p_material, Geometry *p_geometry);
-	//	void _material_remove_geometry(RID p_material, Geometry *p_geometry);
-
-	void _update_material(Material *p_material);
-
-	// new
-	virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
-	virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {}
-
-	// old
 	virtual RID material_allocate() override;
 	virtual void material_initialize(RID p_rid) override;
-
 	virtual void material_free(RID p_rid) override;
 
-	//RID material_create() override;
-
 	virtual void material_set_shader(RID p_material, RID p_shader) override;
-	virtual RID material_get_shader(RID p_material) const;
 
 	virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
 	virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
-	virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
 
-	void material_set_line_width(RID p_material, float p_width);
 	virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+	virtual void material_set_render_priority(RID p_material, int priority) override;
 
 	virtual bool material_is_animated(RID p_material) override;
 	virtual bool material_casts_shadows(RID p_material) override;
-	bool material_uses_tangents(RID p_material);
-	bool material_uses_ensure_correct_normals(RID p_material);
 
-	void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
-	void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
+	virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
+
+	virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override;
 
-	void material_set_render_priority(RID p_material, int priority) override;
+	_FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+		Material *material = material_owner.get_or_null(p_material);
+		return material->shader_id;
+	}
 
-	void update_dirty_materials();
+	_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
+		Material *material = material_owner.get_or_null(p_material);
+		if (!material || material->shader_mode != p_shader_mode) {
+			return nullptr;
+		} else {
+			return material->data;
+		}
+	}
 };
 
 } // namespace GLES3

File diff suppressed because it is too large
+ 303 - 429
drivers/gles3/storage/texture_storage.cpp


+ 190 - 208
drivers/gles3/storage/texture_storage.h

@@ -49,6 +49,9 @@
 
 namespace GLES3 {
 
+#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
 #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
 #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
@@ -86,15 +89,20 @@ namespace GLES3 {
 #define glClearDepth glClearDepthf
 #endif //!GLES_OVER_GL
 
-enum OpenGLTextureFlags {
-	TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
-	TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
-	TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
-	TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
-	TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
-	TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
-	TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
-	TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
+enum DefaultGLTexture {
+	DEFAULT_GL_TEXTURE_WHITE,
+	DEFAULT_GL_TEXTURE_BLACK,
+	DEFAULT_GL_TEXTURE_NORMAL,
+	DEFAULT_GL_TEXTURE_ANISO,
+	DEFAULT_GL_TEXTURE_DEPTH,
+	DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
+	//DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
+	DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
+	DEFAULT_GL_TEXTURE_3D_WHITE,
+	DEFAULT_GL_TEXTURE_3D_BLACK,
+	DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
+	DEFAULT_GL_TEXTURE_2D_UINT,
+	DEFAULT_GL_TEXTURE_MAX
 };
 
 struct CanvasTexture {
@@ -118,99 +126,81 @@ struct RenderTarget;
 struct Texture {
 	RID self;
 
-	Texture *proxy = nullptr;
-	Set<Texture *> proxy_owners;
+	bool is_proxy = false;
+	bool is_render_target = false;
+
+	RID proxy_to = RID();
+	Vector<RID> proxies;
 
 	String path;
-	uint32_t flags;
-	int width, height, depth;
-	int alloc_width, alloc_height;
-	Image::Format format;
-	RenderingDevice::TextureType type;
+	int width = 0;
+	int height = 0;
+	int depth = 0;
+	int mipmaps = 1;
+	int layers = 1;
+	int alloc_width = 0;
+	int alloc_height = 0;
+	Image::Format format = Image::FORMAT_R8;
+
+	enum Type {
+		TYPE_2D,
+		TYPE_LAYERED,
+		TYPE_3D
+	};
 
-	GLenum target;
-	GLenum gl_format_cache;
-	GLenum gl_internal_format_cache;
-	GLenum gl_type_cache;
+	Type type;
+	RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
 
-	int data_size;
-	int total_data_size;
-	bool ignore_mipmaps;
+	GLenum target = GL_TEXTURE_2D;
+	GLenum gl_format_cache = 0;
+	GLenum gl_internal_format_cache = 0;
+	GLenum gl_type_cache = 0;
 
-	bool compressed;
+	int total_data_size = 0;
 
-	bool srgb;
+	bool compressed = false;
 
-	int mipmaps;
+	bool srgb = false;
 
-	bool resize_to_po2;
+	bool resize_to_po2 = false;
 
-	bool active;
-	GLenum tex_id;
+	bool active = false;
+	GLuint tex_id = 0;
 
-	uint16_t stored_cube_sides;
+	uint16_t stored_cube_sides = 0;
 
 	RenderTarget *render_target = nullptr;
 
-	Vector<Ref<Image>> images;
+	Ref<Image> image_cache_2d;
 
-	bool redraw_if_visible;
+	bool redraw_if_visible = false;
 
-	RS::TextureDetectCallback detect_3d;
-	void *detect_3d_ud = nullptr;
+	RS::TextureDetectCallback detect_3d_callback = nullptr;
+	void *detect_3d_callback_ud = nullptr;
 
-	RS::TextureDetectCallback detect_srgb;
+	RS::TextureDetectCallback detect_srgb = nullptr;
 	void *detect_srgb_ud = nullptr;
 
-	RS::TextureDetectCallback detect_normal;
-	void *detect_normal_ud = nullptr;
-
-	CanvasTexture *canvas_texture = nullptr;
-
-	// some silly opengl shenanigans where
-	// texture coords start from bottom left, means we need to draw render target textures upside down
-	// to be compatible with vulkan etc.
-	bool is_upside_down() const {
-		if (proxy) {
-			return proxy->is_upside_down();
-		}
+	RS::TextureDetectCallback detect_normal_callback = nullptr;
+	void *detect_normal_callback_ud = nullptr;
 
-		return render_target != nullptr;
-	}
-
-	Texture() {
-		create();
-	}
+	RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
+	void *detect_roughness_callback_ud = nullptr;
 
-	_ALWAYS_INLINE_ Texture *get_ptr() {
-		if (proxy) {
-			return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
-		} else {
-			return this;
-		}
-	}
-
-	~Texture() {
-		destroy();
-
-		if (tex_id != 0) {
-			glDeleteTextures(1, &tex_id);
-		}
-	}
+	CanvasTexture *canvas_texture = nullptr;
 
 	void copy_from(const Texture &o) {
-		proxy = o.proxy;
-		flags = o.flags;
+		proxy_to = o.proxy_to;
+		is_proxy = o.is_proxy;
 		width = o.width;
 		height = o.height;
 		alloc_width = o.alloc_width;
 		alloc_height = o.alloc_height;
 		format = o.format;
 		type = o.type;
+		layered_type = o.layered_type;
 		target = o.target;
-		data_size = o.data_size;
 		total_data_size = o.total_data_size;
-		ignore_mipmaps = o.ignore_mipmaps;
 		compressed = o.compressed;
 		mipmaps = o.mipmaps;
 		resize_to_po2 = o.resize_to_po2;
@@ -218,102 +208,95 @@ struct Texture {
 		tex_id = o.tex_id;
 		stored_cube_sides = o.stored_cube_sides;
 		render_target = o.render_target;
+		is_render_target = o.is_render_target;
 		redraw_if_visible = o.redraw_if_visible;
-		detect_3d = o.detect_3d;
-		detect_3d_ud = o.detect_3d_ud;
+		detect_3d_callback = o.detect_3d_callback;
+		detect_3d_callback_ud = o.detect_3d_callback_ud;
 		detect_srgb = o.detect_srgb;
 		detect_srgb_ud = o.detect_srgb_ud;
-		detect_normal = o.detect_normal;
-		detect_normal_ud = o.detect_normal_ud;
-
-		images.clear();
-	}
-
-	void create() {
-		proxy = nullptr;
-		flags = 0;
-		width = 0;
-		height = 0;
-		alloc_width = 0;
-		alloc_height = 0;
-		format = Image::FORMAT_L8;
-		type = RenderingDevice::TEXTURE_TYPE_2D;
-		target = 0;
-		data_size = 0;
-		total_data_size = 0;
-		ignore_mipmaps = false;
-		compressed = false;
-		mipmaps = 0;
-		resize_to_po2 = false;
-		active = false;
-		tex_id = 0;
-		stored_cube_sides = 0;
-		render_target = nullptr;
-		redraw_if_visible = false;
-		detect_3d = nullptr;
-		detect_3d_ud = nullptr;
-		detect_srgb = nullptr;
-		detect_srgb_ud = nullptr;
-		detect_normal = nullptr;
-		detect_normal_ud = nullptr;
-	}
-	void destroy() {
-		images.clear();
-
-		for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
-			E->get()->proxy = nullptr;
-		}
-
-		if (proxy) {
-			proxy->proxy_owners.erase(this);
-		}
+		detect_normal_callback = o.detect_normal_callback;
+		detect_normal_callback_ud = o.detect_normal_callback_ud;
+		detect_roughness_callback = o.detect_roughness_callback;
+		detect_roughness_callback_ud = o.detect_roughness_callback_ud;
 	}
 
 	// texture state
-	void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
+	void gl_set_filter(RS::CanvasItemTextureFilter p_filter) {
 		if (p_filter == state_filter) {
 			return;
 		}
+		Config *config = Config::get_singleton();
 		state_filter = p_filter;
-		GLint pmin = GL_LINEAR; // param min
-		GLint pmag = GL_LINEAR; // param mag
+		GLenum pmin = GL_NEAREST; // param min
+		GLenum pmag = GL_NEAREST; // param mag
+		GLint max_lod = 1000;
+		bool use_anisotropy = false;
 		switch (state_filter) {
-			default: {
-			} break;
-			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
-				pmin = GL_LINEAR_MIPMAP_LINEAR;
-				pmag = GL_LINEAR;
-			} break;
 			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
 				pmin = GL_NEAREST;
 				pmag = GL_NEAREST;
+				max_lod = 0;
 			} break;
+			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
+				pmin = GL_LINEAR;
+				pmag = GL_LINEAR;
+				max_lod = 0;
+			} break;
+			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
+				use_anisotropy = true;
+			};
+				[[fallthrough]];
 			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
-				pmin = GL_NEAREST_MIPMAP_NEAREST;
 				pmag = GL_NEAREST;
+				if (config->use_nearest_mip_filter) {
+					pmin = GL_NEAREST_MIPMAP_NEAREST;
+				} else {
+					pmin = GL_NEAREST_MIPMAP_LINEAR;
+				}
 			} break;
+			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
+				use_anisotropy = true;
+			};
+				[[fallthrough]];
+			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+				pmag = GL_LINEAR;
+				if (config->use_nearest_mip_filter) {
+					pmin = GL_LINEAR_MIPMAP_NEAREST;
+
+				} else {
+					pmin = GL_LINEAR_MIPMAP_LINEAR;
+				}
+			} break;
+			default: {
+			} break;
+		}
+		glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
+		glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
+		glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
+		glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
+		if (config->support_anisotropic_filter && use_anisotropy) {
+			glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
 		}
-		glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
-		glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
 	}
-	void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
+	void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
 		if (p_repeat == state_repeat) {
 			return;
 		}
 		state_repeat = p_repeat;
-		GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
+		GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
 		switch (state_repeat) {
-			default: {
-			} break;
 			case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
 				prep = GL_REPEAT;
 			} break;
 			case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
 				prep = GL_MIRRORED_REPEAT;
 			} break;
+			default: {
+			} break;
 		}
-		glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
-		glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
+		glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
+		glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
+		glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
 	}
 
 private:
@@ -322,54 +305,46 @@ private:
 };
 
 struct RenderTarget {
-	RID self;
-	GLuint fbo = 0;
-	GLuint color = 0;
-	GLuint depth = 0;
-
-	GLuint multisample_fbo = 0;
-	GLuint multisample_color = 0;
-	GLuint multisample_depth = 0;
-	bool multisample_active = false;
-
-	struct Effect {
-		GLuint fbo = 0;
-		int width = 0;
-		int height = 0;
-
-		GLuint color = 0;
-	};
-
-	Effect copy_screen_effect;
-
 	struct MipMaps {
 		struct Size {
-			GLuint fbo = 0;
-			GLuint color = 0;
-			int width = 0;
-			int height = 0;
+			GLuint fbo;
+			int width;
+			int height;
 		};
 
 		Vector<Size> sizes;
 		GLuint color = 0;
 		int levels = 0;
-	};
 
-	MipMaps mip_maps[2];
+		MipMaps() {
+		}
+	};
 
 	struct External {
 		GLuint fbo = 0;
 		GLuint color = 0;
 		GLuint depth = 0;
 		RID texture;
+
+		External() {
+		}
 	} external;
 
-	int x = 0;
-	int y = 0;
-	int width = 0;
-	int height = 0;
+	Point2i position = Point2i(0, 0);
+	Size2i size = Size2i(0, 0);
+	RID self;
+	GLuint fbo = 0;
+	GLuint color = 0;
+
+	GLuint color_internal_format = GL_RGBA8;
+	GLuint color_format = GL_RGBA;
+	GLuint color_type = GL_UNSIGNED_BYTE;
+	Image::Format image_format = Image::FORMAT_RGBA8;
+
+	MipMaps mip_maps[2];
+	bool mip_maps_allocated = false;
 
-	bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX] = {};
+	bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX];
 
 	// instead of allocating sized render targets immediately,
 	// defer this for faster startup
@@ -377,14 +352,8 @@ struct RenderTarget {
 	bool used_in_frame = false;
 	RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
 
-	bool use_fxaa = false;
-	bool use_debanding = false;
-
 	RID texture;
 
-	bool used_dof_blur_near = false;
-	bool mip_maps_allocated = false;
-
 	Color clear_color = Color(1, 1, 1, 1);
 	bool clear_requested = false;
 
@@ -392,7 +361,6 @@ struct RenderTarget {
 		for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) {
 			flags[i] = false;
 		}
-		external.fbo = 0;
 	}
 };
 
@@ -400,6 +368,8 @@ class TextureStorage : public RendererTextureStorage {
 private:
 	static TextureStorage *singleton;
 
+	RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
+
 	Thread::ID _main_thread_id = 0;
 	bool _is_main_thread();
 
@@ -409,16 +379,13 @@ private:
 
 	/* Texture API */
 
-	mutable RID_PtrOwner<Texture> texture_owner;
+	mutable RID_Owner<Texture> texture_owner;
 
 	Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
-	void _texture_set_state_from_flags(Texture *p_tex);
-
-	void texture_set_proxy(RID p_texture, RID p_proxy);
 
 	/* Render Target API */
 
-	mutable RID_PtrOwner<RenderTarget> render_target_owner;
+	mutable RID_Owner<RenderTarget> render_target_owner;
 
 	// make access easier to these
 	struct Dimensions {
@@ -443,6 +410,10 @@ public:
 	TextureStorage();
 	virtual ~TextureStorage();
 
+	_FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) {
+		return default_gl_textures[p_texture];
+	}
+
 	/* Canvas Texture API */
 
 	CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
@@ -460,16 +431,20 @@ public:
 
 	/* Texture API */
 
-	Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
+	Texture *get_texture(RID p_rid) {
+		Texture *texture = texture_owner.get_or_null(p_rid);
+		if (texture && texture->is_proxy) {
+			return texture_owner.get_or_null(texture->proxy_to);
+		}
+		return texture;
+	};
 	bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
-	RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
 
 	void set_main_thread_id(Thread::ID p_id);
 
 	virtual bool can_create_resources_async() const override;
 
 	RID texture_create();
-	void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
 
 	virtual RID texture_allocate() override;
 	virtual void texture_free(RID p_rid) override;
@@ -481,7 +456,7 @@ public:
 
 	virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
 	virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
-	virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
+	virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
 
 	//these two APIs can be used together or in combination with the others.
 	virtual void texture_2d_placeholder_initialize(RID p_texture) override;
@@ -501,7 +476,7 @@ public:
 	virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
 	void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
 	virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
-	virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
+	virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
 
 	virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
 
@@ -512,18 +487,14 @@ public:
 	void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
 	void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
 	//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
-	void texture_set_flags(RID p_texture, uint32_t p_flags);
-	uint32_t texture_get_flags(RID p_texture) const;
+	void texture_set_sampler(RID p_texture, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat);
 	Image::Format texture_get_format(RID p_texture) const;
-	RenderingDevice::TextureType texture_get_type(RID p_texture) const;
 	uint32_t texture_get_texid(RID p_texture) const;
 	uint32_t texture_get_width(RID p_texture) const;
 	uint32_t texture_get_height(RID p_texture) const;
 	uint32_t texture_get_depth(RID p_texture) const;
 	void texture_bind(RID p_texture, uint32_t p_texture_no);
-	void texture_set_shrink_all_x2_on_set_data(bool p_enable);
 	RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
-	void textures_keep_original(bool p_enable);
 
 	/* DECAL API */
 
@@ -550,29 +521,18 @@ public:
 
 	static GLuint system_fbo;
 
+	// TODO this should be moved back to storage or removed
 	struct Frame {
 		GLES3::RenderTarget *current_rt;
-
-		// these 2 may have been superseded by the equivalents in the render target.
-		// these may be able to be removed.
-		bool clear_request;
-		Color clear_request_color;
-
-		float time;
-		float delta;
-		uint64_t count;
-
-		Frame() {
-			//			current_rt = nullptr;
-			//			clear_request = false;
-		}
 	} frame;
 
 	RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
 	bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
 
-	void _render_target_clear(RenderTarget *rt);
-	void _render_target_allocate(RenderTarget *rt);
+	// TODO these internals should be private
+	void _clear_render_target(RenderTarget *rt);
+	void _update_render_target(RenderTarget *rt);
+	void _create_render_target_backbuffer(RenderTarget *rt);
 	void _set_current_render_target(RID p_render_target);
 
 	virtual RID render_target_create() override;
@@ -586,9 +546,6 @@ public:
 	virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
 	virtual bool render_target_was_used(RID p_render_target) override;
 	void render_target_clear_used(RID p_render_target);
-	void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
-	void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
-	void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
 
 	// new
 	void render_target_set_as_unused(RID p_render_target) override {
@@ -604,8 +561,33 @@ public:
 	void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
 	Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
 	void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+
+	void bind_framebuffer(GLuint framebuffer) {
+		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+	}
+
+	void bind_framebuffer_system() {
+		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+	}
+
+	String get_framebuffer_error(GLenum p_status);
 };
 
+inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
+#ifdef DEBUG_ENABLED
+	if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
+	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
+		return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
+	}
+#endif
+	return itos(p_status);
+}
+
 } // namespace GLES3
 
 #endif // !GLES3_ENABLED

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