Merge pull request #9384 from Calinou/internal-rendering-architecture-opengl

Improve OpenGL documentation in Internal rendering architecture
This commit is contained in:
Matthew
2024-06-07 15:49:34 -04:00
committed by GitHub

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@@ -193,10 +193,10 @@ Both the Forward+ and Mobile :ref:`doc_internal_rendering_architecture_methods`
used with Direct3D 12.
:ref:`doc_internal_rendering_architecture_core_shaders` are shared with the
Vulkan renderer. Shaders are transpiled from GLSL to HLSL using
Vulkan renderer. Shaders are transpiled from
:abbr:`SPIR-V (Standard Portable Intermediate Representation)` to
:abbr:`DXIL (DirectX Intermediate Language)` using
Mesa NIR (`more information <https://godotengine.org/article/d3d12-adventures-in-shaderland/>`__).
This means you don't need to know HLSL to work on the Direct3D 12 renderer,
although knowing the language's basics is recommended to ease debugging.
**This driver is still experimental and only available in Godot 4.3 and later.**
While Direct3D 12 allows supporting Direct3D-exclusive features on Windows 11 such
@@ -228,14 +228,19 @@ support Vulkan. OpenGL 3.3 Core Profile is used on desktop platforms to run this
driver, as most graphics drivers on desktop don't support OpenGL ES.
WebGL 2.0 is used for web exports.
It is possible to use the use of OpenGL ES 3.0 directly on desktop platforms
using the ``--rendering-driver opengl3_es`` command line argument, although this
will only work on graphics drivers that feature native OpenGL ES support (such
as Mesa).
Only the :ref:`doc_internal_rendering_architecture_compatibility` rendering
method can be used with the OpenGL driver.
:ref:`doc_internal_rendering_architecture_core_shaders` are entirely different
from the Vulkan renderer.
**As of May 2023, this driver is still in development.** Many features
are still not implemented, especially in 3D.
Many advanced features are not supported with this driver, as it targets low-end
devices first and foremost.
Summary of rendering drivers/methods
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -272,7 +277,7 @@ RenderingDevice presents a similar level of abstraction as Metal or WebGPU.
**Vulkan RenderingDevice implementation:**
- `drivers/vulkan/rendering_device_vulkan.cpp <https://github.com/godotengine/godot/blob/4.2/drivers/vulkan/rendering_device_vulkan.cpp>`__
- `drivers/vulkan/rendering_device_driver_vulkan.cpp <https://github.com/godotengine/godot/blob/master/drivers/vulkan/rendering_device_driver_vulkan.cpp>`__
**Direct3D 12 RenderingDevice implementation:**
@@ -731,8 +736,7 @@ Occlusion culling
^^^^^^^^^^^^^^^^^
While modern GPUs can handle drawing a lot of triangles, the number of draw
calls in complex scenes can still be a bottleneck (even with Vulkan and Direct3D
12).
calls in complex scenes can still be a bottleneck (even with Vulkan and Direct3D 12).
Godot 4 supports occlusion culling to reduce overdraw (when the depth prepass
is disabled) and reduce vertex throughput.