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Docs: Standardize names and terms for renderers
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tetrapod00 committed Nov 12, 2024
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Showing 8 changed files with 19 additions and 19 deletions.
2 changes: 1 addition & 1 deletion doc/classes/CubemapArray.xml
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[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer.
</description>
<tutorials>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/DisplayServer.xml
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</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
- Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer).
- Windows: [code]HDC[/code] for the window (only with the Compatibility renderer).
- macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
<constant name="OPENGL_CONTEXT" value="3" enum="HandleType">
OpenGL context (only with the GL Compatibility renderer):
OpenGL context (only with the Compatibility renderer):
- Windows: [code]HGLRC[/code] for the window (native GL), or [code]EGLContext[/code] for the window (ANGLE).
- Linux (X11): [code]GLXContext*[/code] for the window.
- Linux (Wayland): [code]EGLContext[/code] for the window.
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2 changes: 1 addition & 1 deletion doc/classes/LightmapGI.xml
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[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked from devices that support the Forward+ or Mobile rendering backends.
[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked from devices that support the Forward+ or Mobile renderers.
</description>
<tutorials>
<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>
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2 changes: 1 addition & 1 deletion doc/classes/LightmapperRD.xml
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</brief_description>
<description>
LightmapperRD ("RD" stands for [RenderingDevice]) is the built-in GPU-based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable.
[b]Note:[/b] Only usable when using the Vulkan backend (Forward+ or Mobile), not OpenGL.
[b]Note:[/b] Only usable when using the RenderingDevice backend (Forward+ or Mobile renderers), not Compatibility.
</description>
<tutorials>
</tutorials>
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14 changes: 7 additions & 7 deletions doc/classes/ProjectSettings.xml
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</member>
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
The maximum number of uniforms that can be used by the global shader uniform buffer. Each item takes up one slot. In other words, a single uniform float and a uniform vec4 will take the same amount of space in the buffer.
[b]Note:[/b] When using the Compatibility backend, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints.
[b]Note:[/b] When using the Compatibility renderer, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints.
</member>
<member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
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</member>
<member name="rendering/renderer/rendering_method" type="String" setter="" getter="" default="&quot;forward_plus&quot;">
Sets the renderer that will be used by the project. Options are:
[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Forward Plus, but does not scale as well to large scenes with many elements.
[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
[b]forward_plus[/b] (Forward+): High-end renderer designed for desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
[b]mobile[/b] (Mobile): Modern renderer designed for mobile devices. Has a lower base overhead than Forward+, but does not scale as well to large scenes with many elements.
[b]gl_compatibility[/b] (Compatibility): Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2 APIs.
This can be overridden using the [code]--rendering-method &lt;method&gt;[/code] command line argument.
[b]Note:[/b] The actual rendering method may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering method that is used at runtime, use [method RenderingServer.get_current_rendering_method] instead of reading this project setting's value.
</member>
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Depending on the complexity of scenes, this value may be lowered or may need to be raised.
</member>
<member name="rendering/rendering_device/driver" type="String" setter="" getter="">
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
</member>
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="">
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</member>
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.
[b]Note:[/b] This only functions on a device which supports either Vulkan, Direct3D 12, or Metal as a rendering driver.
[b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
</member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
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</member>
<member name="rendering/viewport/hdr_2d" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen. Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
[b]Note:[/b] This property is only read when the project starts. To toggle HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport].
</member>
<member name="rendering/viewport/transparent_background" type="bool" setter="" getter="" default="false">
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10 changes: 5 additions & 5 deletions doc/classes/RenderingServer.xml
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<return type="RenderingDevice" />
<description>
Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [code]null[/code].
</description>
</method>
<method name="debug_canvas_item_get_rect">
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<return type="RenderingDevice" />
<description>
Returns the global RenderingDevice.
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [code]null[/code].
</description>
</method>
<method name="get_rendering_info">
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<return type="int" enum="RenderingDevice.DeviceType" />
<description>
Returns the type of the video adapter. Since dedicated graphics cards from a given generation will [i]usually[/i] be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].
</description>
</method>
<method name="get_video_adapter_vendor" qualifiers="const">
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<param index="1" name="enabled" type="bool" />
<description>
If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d].
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
</description>
</method>
<method name="viewport_set_use_occlusion_culling">
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Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.
</constant>
<constant name="RENDERING_INFO_VIDEO_MEM_USED" value="5" enum="RenderingInfo">
Video memory used (in bytes). When using the Forward+ or mobile rendering backends, this is always greater than the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not accounted for by those two metrics. When using the GL Compatibility backend, this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED].
Video memory used (in bytes). When using the Forward+ or Mobile renderers, this is always greater than the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not accounted for by those two metrics. When using the Compatibility renderer, this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED].
</constant>
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS" value="6" enum="RenderingInfo">
Number of pipeline compilations that were triggered by the 2D canvas renderer.
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2 changes: 1 addition & 1 deletion doc/classes/Viewport.xml
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</member>
<member name="use_hdr_2d" type="bool" setter="set_use_hdr_2d" getter="is_using_hdr_2d" default="false">
If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
</member>
<member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false">
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
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2 changes: 1 addition & 1 deletion doc/classes/VisualShaderNodeDerivativeFunc.xml
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A type of operands and returned value. See [enum OpType] for options.
</member>
<member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0">
Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL Compatibility renderer, this setting has no effect.
Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the Compatibility renderer, this setting has no effect.
</member>
</members>
<constants>
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