Commit graph

17 commits

Author SHA1 Message Date
Juan Linietsky
28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
b6a1aa15b1 Use instanced array buffer instead of UBO for canvas item batching
This simplifies the generated shader code which increases both performance and compile time on low end devices
2022-12-15 08:25:44 -08:00
clayjohn
2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
Clay John
8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
David Snopek
398ee08375 Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
clayjohn
154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
MinusKube
f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
clayjohn
3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
clayjohn
652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
clayjohn
2f2064fe3d Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures 2022-04-26 11:48:39 -07:00
clayjohn
3a4b9b47fd Initialize OpenGL before rasterizers in GLES3 2022-04-19 11:27:14 -07:00
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00