godot/drivers/gles3
Technohacker 9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
..
shaders
SCsub
rasterizer_canvas_gles3.cpp
rasterizer_canvas_gles3.h
rasterizer_gles3.cpp Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED 2020-05-10 21:05:37 +05:30
rasterizer_gles3.h
rasterizer_scene_gles3.cpp
rasterizer_scene_gles3.h
rasterizer_storage_gles3.cpp
rasterizer_storage_gles3.h
shader_compiler_gles3.cpp
shader_compiler_gles3.h
shader_gles3.cpp
shader_gles3.h