-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
-void R_UpdateAllTextureInfo(entity_render_t *ent);
-void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes);
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes);
-
-void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist);
-
-#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_USEWATER (1<<4) // add a blend of screen-space reflection and refraction textures to the fragment color (with perturbed texture fetches)
-#define SHADERPERMUTATION_GLOW (1<<5) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_FOG (1<<6) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<7) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_DIFFUSE (1<<8) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_CONTRASTBOOST (1<<9) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
-#define SHADERPERMUTATION_SPECULAR (1<<10) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<11) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<12) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<13) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-
-#define SHADERPERMUTATION_MAX (1<<14) // how many permutations are possible
-#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 1) // mask of valid indexing bits for r_glsl_permutations[] array
-
-// these are additional flags used only by R_GLSL_CompilePermutation
-#define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29)
-#define SHADERPERMUTATION_USES_GEOMETRYSHADER (1<<30)
-#define SHADERPERMUTATION_USES_FRAGMENTSHADER (1<<31)
-
-typedef struct r_glsl_permutation_s
+texture_t *R_GetCurrentTexture(texture_t *t);
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass);
+void R_AddWaterPlanes(entity_render_t *ent);
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
+void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist);
+
+void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size);
+
+typedef enum rsurfacepass_e
+{
+ RSURFPASS_BASE,
+ RSURFPASS_BACKGROUND,
+ RSURFPASS_RTLIGHT,
+ RSURFPASS_DEFERREDGEOMETRY,
+}
+rsurfacepass_t;
+
+typedef enum gl20_texunit_e