Age | Commit message (Collapse) | Author |
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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Unify usage of GLOBAL/EDITOR_GET
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Prevent windows from having a size greater than device limit
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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.
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Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
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Split canvas_texture_storage and texture_storage from render_storage class
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