Document that 2D batching currently only works with the GLES2 renderer

This commit is contained in:
Hugo Locurcio
2020-09-09 01:00:07 +02:00
parent 82eee31df5
commit 1875ceb8b8

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@@ -16,6 +16,10 @@ of work for the user in the GPU driver at the cost of more expensive draw calls.
As a result, applications can often be sped up by reducing the number of draw
calls.
.. note::
2D batching is currently only supported when using the GLES2 renderer.
Draw calls
^^^^^^^^^^
@@ -68,8 +72,8 @@ Batching will be broken by (amongst other things):
* Change of material
* Change of primitive type (say going from rectangles to lines)
.. note::
.. note::
If for example, you draw a series of sprites each with a different texture,
there is no way they can be batched.
@@ -95,7 +99,7 @@ In Godot this back to front order is determined by:
* Y sort nodes
.. note::
You can group similar objects together for easier batching. While doing so
is not a requirement on your part, think of it as an optional approach that
can improve performance in some cases. See the diagnostics section in order
@@ -144,7 +148,7 @@ balance the costs and benefits in your project.
A - wood
C - wood
B - grass
Because the texture only changes once, we can render the above in only 2
draw calls.
@@ -198,7 +202,7 @@ in a real game, you might be drawing closer to 1000 sprites.
- Before: 1000 * 4 = 4000 draw calls.
- After: 1 * 4 = 4 draw calls.
That is 1000x decrease in draw calls, and should give a huge increase in
That is a 1000× decrease in draw calls, and should give a huge increase in
performance.
Overlap test
@@ -411,20 +415,20 @@ Reading a diagnostic
canvas_begin FRAME 2604
items
joined_item 1 refs
batch D 0-0
batch D 0-0
batch D 0-2 n n
batch R 0-1 [0 - 0] {255 255 255 255 }
joined_item 1 refs
batch D 0-0
batch D 0-0
batch R 0-1 [0 - 146] {255 255 255 255 }
batch D 0-0
batch D 0-0
batch R 0-1 [0 - 146] {255 255 255 255 }
joined_item 1 refs
batch D 0-0
batch D 0-0
batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
batch D 0-0
batch D 0-0
batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
batch D 0-0
batch D 0-0
batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
canvas_end