From 386968ea97d4ceeb004cc05a7aa740aa7abe6ca9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 13 Feb 2020 10:08:52 +0100 Subject: Remove obsolete GLES3 backend Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs! --- doc/classes/BaseMaterial3D.xml | 2 +- doc/classes/Color.xml | 6 +++--- doc/classes/Node.xml | 4 ++-- doc/classes/OS.xml | 6 +++--- doc/classes/Performance.xml | 2 +- doc/classes/ProjectSettings.xml | 14 +++++--------- doc/classes/VisualServer.xml | 2 +- 7 files changed, 16 insertions(+), 20 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index f0730a0f58..46a96020d0 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -534,7 +534,7 @@ Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. - Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer. + Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer. Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 5529251b5a..7335ff5a2e 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -295,9 +295,6 @@ - - Gray color. - Alice blue color. @@ -448,6 +445,9 @@ Goldenrod color. + + Gray color. + Green color. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 1847954b67..5fd0da7452 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -619,7 +619,7 @@ - + @@ -672,7 +672,7 @@ - + diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index e0f73df1bf..b3b77b0b26 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -973,11 +973,11 @@ - + The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web. - - The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web. + + The Vulkan rendering backend. Sunday. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index e992f25836..a7bf947011 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -89,7 +89,7 @@ The amount of vertex memory used. - Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. + Unimplemented in the GLES2 rendering backend, always returns 0. Number of active [RigidBody2D] nodes in the game. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 517c68221e..53b6aa798f 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -972,7 +972,7 @@ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details. - If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms. + If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend. If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. @@ -990,12 +990,8 @@ Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. - The video driver to use ("GLES2" or "GLES3"). - [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time. - - - If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 driver is not supported. - [b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size. + The video driver to use ("GLES2" or "Vulkan"). + [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time. @@ -1101,13 +1097,13 @@ Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. - If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer. + If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. - If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer. + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index f6b24c2391..9de10d12a8 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -3706,7 +3706,7 @@ The amount of draw calls in frame. - Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. + Unimplemented in the GLES2 rendering backend, always returns 0. The amount of video memory used, i.e. texture and vertex memory combined. -- cgit v1.2.3