virtualx-engine/drivers/gles3/storage/config.h
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

101 lines
3.7 KiB
C++

/*************************************************************************/
/* config.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONFIG_GLES3_H
#define CONFIG_GLES3_H
#ifdef GLES3_ENABLED
#include "core/string/ustring.h"
#include "core/templates/hash_set.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
#ifdef ANDROID_ENABLED
typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLint, GLsizei);
#endif
namespace GLES3 {
class Config {
private:
static Config *singleton;
public:
bool use_nearest_mip_filter = false;
bool use_depth_prepass = true;
int max_vertex_texture_image_units = 0;
int max_texture_image_units = 0;
int max_texture_size = 0;
int max_viewport_size[2] = { 0, 0 };
int max_uniform_buffer_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
int max_lights_per_object = 0;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
HashSet<String> extensions;
bool float_texture_supported = false;
bool s3tc_supported = false;
bool rgtc_supported = false;
bool bptc_supported = false;
bool etc2_supported = false;
bool force_vertex_shading = false;
bool support_anisotropic_filter = false;
float anisotropic_level = 0.0f;
bool multiview_supported = false;
#ifdef ANDROID_ENABLED
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
#endif
static Config *get_singleton() { return singleton; };
Config();
~Config();
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // CONFIG_GLES3_H