- Adds Swappy for Android for stable frame pacing - Implements pre-transformed Swapchain so that Godot's compositor is in charge of rotating the screen instead of Android's compositor (performance optimization for phones that don't have HW rotator) ============================ The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up. Changes from original PR: - Removed "display/window/frame_pacing/android/target_frame_rate" option to use Engine::get_max_fps instead. - Target framerate can be changed at runtime using Engine::set_max_fps. - Swappy is enabled by default. - Added documentation. - enable_auto_swap setting is replaced with swappy_mode. |
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| .. | ||
| effects | ||
| environment | ||
| forward_clustered | ||
| forward_mobile | ||
| blit.glsl | ||
| canvas.glsl | ||
| canvas_occlusion.glsl | ||
| canvas_sdf.glsl | ||
| canvas_uniforms_inc.glsl | ||
| cluster_data_inc.glsl | ||
| cluster_debug.glsl | ||
| cluster_render.glsl | ||
| cluster_store.glsl | ||
| decal_data_inc.glsl | ||
| giprobe_write.glsl | ||
| light_data_inc.glsl | ||
| particles.glsl | ||
| particles_copy.glsl | ||
| samplers_inc.glsl | ||
| scene_data_inc.glsl | ||
| scene_forward_aa_inc.glsl | ||
| scene_forward_gi_inc.glsl | ||
| scene_forward_lights_inc.glsl | ||
| scene_forward_vertex_lights_inc.glsl | ||
| SCsub | ||
| skeleton.glsl | ||