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Give a choice to use OpenGL ES (ANGLE) on Windows #3634
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The amount of people with your hardware is reaaally small and will keep On Tue, Feb 9, 2016 at 11:51 AM, anatoly techtonik <notifications@github.com
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How much work exactly and what is this work? Generate stubs for dynamic linking. Is that all? |
The amount of people with hardware may be small, but OpenGL support in Windows drivers is much worse for a bigger audience. That's why Google decided to create ANGLE and translate calls into DirectX. This will at least benefit Godot performance on this platform. |
I think the way to do this is making a gl_context that uses egl (there's I don't know if dynamic linking with stubs works because angle is gles and On 9 February 2016 at 15:23, anatoly techtonik notifications@github.com
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It would be much-much clearer is somebody could draw diagrams. =/ regal somehow does all the hard stuff of dynamic linking for many OpenGL features and even opens web port with debug info, but I have no idea what Godot requires on its side. I guess I need to get that compiled first to see. |
Since we got kicked out of the other issue :p, here's a link to a 32 bit http://op.godotengine.org:81/godot.windows.tools.angle.32.exe (it's new, I made it with the 32 bit cmd prompt this time) we need people It's a game exported to html5, chrome supposedly uses the same Angle code, On 9 February 2016 at 16:53, anatoly techtonik notifications@github.com
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Also check for the error ""No D3D compiler module found - aborting!\n", or On 20 February 2016 at 13:50, Ariel Manzur ariel@godotengine.org wrote:
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Current output is below. There is no system-wide
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Copying |
Ok.. so apparently you can have direct x but not have this mysterious dll.. On 24 February 2016 at 09:24, anatoly techtonik notifications@github.com
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There a lot of copies of this .dll with installed apps, but nothing system-wide. |
@punto- can you rebase the binary against 2.0 release? So that it is possible to work with Godot on Intel GPU card and report bugs there. |
There seems to be other system wide versions of the dll tho, I have from I'll try the git thing later. On 24 February 2016 at 10:39, anatoly techtonik notifications@github.com
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I have those D3DCompiler_33 up to 43 in system32. |
Ok, I finally got around to testing this again on my gma X3100 laptop.
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@punto- so is it ready to be made an official backend / video driver? |
I don't know.. There's a bug in the rasterizer, the "screen space shaders" On 7 March 2016 at 16:01, anatoly techtonik notifications@github.com
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I don't understand why those "screen space shaders" are in 2D section. Should everything that requires 3D acceleration be in 3D or 2.5D section? |
Well, I guess technically all the 2D demos also need 3D acceleration to work. Nowadays there's no specialized 2d hardware anymore ^^ |
@Hinsbart and why ordinary CPU / video card is not enough to run 2D stuff nowadays? It is game engine fault when 2D games like FTL with few pixels movement is so awfully slow on modern PC with 2 core 3GHz CPU and 8 Gb of memory. Back in 1995 we had 486 with 0.016GHz running full screen demos like Second Reality at full speed. And in 3D we had Quake on about 0.166GHz processors working flawlessly. |
The screen space shader stuff is no "ordinary" game, it has to capture the On 8 March 2016 at 04:11, anatoly techtonik notifications@github.com
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@punto- can ANGLE backend be compiled in godot as optional to be |
It's a bit more difficult to compile it as a selectable video driver I did merge my angle branch with the 2.0 branch of the main tree, it's here: https://github.com/punto-/godot/tree/angle-2.0 Another way of testing this is by exporting to a browser, as far as I can On 9 March 2016 at 11:31, anatoly techtonik notifications@github.com
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@punto- it makes sense to export all demos to html5 for each release (#4000) For dynamic video driver selection - is it possible select driver and do feature |
@punto- I can't compile it with MinGW-W64 5.3.0
Full build log https://pastebin.mozilla.org/8864717 |
Fixed this with enabling C++11 mode: diff --git a/drivers/angle/SCsub b/drivers/angle/SCsub
index ab9c69e..225985f 100644
--- a/drivers/angle/SCsub
+++ b/drivers/angle/SCsub
@@ -274,6 +274,7 @@ Import('env')
env_angle = env.Clone()
env_angle.Append(CCFLAGS=['-DANGLE_ENABLE_ESSL', '-DANGLE_ENABLE_GLSL', '-DANGLE_ENABLE_HLSL', '-DANGLE_ENABLE_D3D9', '-DANGLE_ENABLE_D3D11', '-DANGLE_TRANSLATOR_STATIC'])
+env_angle.Append(CXXFLAGS=['-std=c++11'])
env_angle.Append(CPPPATH=['#drivers/angle', '#drivers/angle/include'])
env_angle.add_source_files(env.drivers_sources,sources)
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Now the problem is:
Now looking how to disable D3D11 in https://groups.google.com/d/topic/angleproject/4O00UBCP3T8/discussion |
For now I am trying to remove files mentioned in D3D11 option in https://chromium.googlesource.com/angle/angle/+/master/src/libGLESv2.gypi |
Now I am trying to workaround with |
And here is why it appeared https://bugs.chromium.org/p/angleproject/issues/attachmentText?aid=2166 |
It is impossible to disable D3D11 for now. Waiting for a fix https://groups.google.com/d/msg/angleproject/4O00UBCP3T8/f6DG6yhcDgAJ |
Fix for me to be able to run this on D3D9 is in the process - https://chromium-review.googlesource.com/#/c/336780/ |
Fix committed. Need to update ANGLE sources and try again https://bugs.chromium.org/p/angleproject/issues/detail?id=1345 |
Working on this.. Got stuck in Google workflow tools. |
What are the current issues? I remember a couple of the demos don't work, On 28 May 2016 at 01:52, anatoly techtonik notifications@github.com wrote:
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@punto- I need to update ANGLE the code to tell about current issues, because it needs to run on DirectX 9 for MinGW gcc that I've got on my Vista. So far I am trying to figure out which files to copy there. |
@punto- can you rebase your branch on top of current master? I've got some merge conflicts that I am unable to resolve. |
Closing this to restart from scratch with new information in #6726 |
Reticketed from #3632.
OpenGL really suxx on my hardware (just 5 years old notebook) and I want to play with Godot. I had some success making it run with regal by @nigels-com, but it is still too slow.
Chrome uses OpenGL ES for WebGL and it works ok through ANGLE library. Firefox uses it too.
Ideally, it should be possible to select ANGLE renderer with command line.
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