Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).
Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.
Added assignments for state.current_main_tex based on same in GLES3.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
This reverts commit f55039b194.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.