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Docs: Standardize names and terms for renderers #98744

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tetrapod00
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@tetrapod00 tetrapod00 commented Nov 2, 2024

Part of godotengine/godot-docs#10139.
See also #98747, godotengine/godot-docs#10183.

New standards, for user-facing docs:

  • Godot has three renderers or rendering methods: Forward+, Mobile, and Compatibility. In most user-facing docs, these are referred to as "renderers". They are exposed by the engine as "rendering methods", and "rendering method" is a valid term to use.
  • Godot has four rendering drivers: OpenGL, Vulkan, Direct3D 12, Metal.
  • Godot has a rendering abstraction layer called "RenderingDevice". This can be referred to as the "RenderingDevice backend".
  • The term "backend" should be avoided in user-facing docs, as it is ambiguous. Especially the terms "Compatibility backend", "Forward+ backend", "Vulkan backend", are to be avoided.
  • The Forward+ renderer is called "Forward+". Avoid "Forward Plus" or "forward_plus" unless + is not a valid symbol.
  • The Mobile renderer is called "Mobile". Avoid "Forward Mobile". This rendering method is exposed in the project settings as "mobile" and referred to as "Mobile" in the engine interface.
  • The Compatibility renderer is called "Compatibility". Only use "GL Compatibility" when needed. For example, gl_compatibility is how it is exposed in the project settings.

This PR changes:

  • "GL Compatibility" to "Compatibility", since that is what shows up in the editor.
  • Ambiguous usages of "backend" are made explicit: they are either renderers, rendering drivers, or the RenderingDevice backend.
  • Existing references to "rendering methods" are left unchanged, since "rendering method" is still a valid term.

@tetrapod00 tetrapod00 force-pushed the rendering-method-driver-backend branch from d652323 to fed3fba Compare November 2, 2024 18:26
@Mickeon Mickeon modified the milestones: 4.x, 4.4 Nov 2, 2024
@Mickeon Mickeon requested a review from a team November 2, 2024 22:50
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@Mickeon Mickeon left a comment

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Make it a triple approval but the rendering team should really take a look first.

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@mhilbrunner mhilbrunner left a comment

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LGTM, but should be approved by Rendering.

@@ -2909,7 +2909,7 @@
</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, D3D12, or Metal available as a rendering driver.
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While at it, "supports ... available" sounds weird.

Suggested change
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering driver.
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal as a rendering driver.

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Also changed "D3D12" to "Direct3D 12", since it's almost always spelled out.

@tetrapod00 tetrapod00 force-pushed the rendering-method-driver-backend branch from fed3fba to 5de4860 Compare November 12, 2024 18:22
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Mickeon commented Nov 12, 2024

Poor you for just pushing a hour ago. There's a minor merge conflict in rendering/renderer/rendering_method's description.

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Needs rebase.

@tetrapod00 tetrapod00 force-pushed the rendering-method-driver-backend branch from 4a53f50 to 3405edc Compare November 29, 2024 21:35
@tetrapod00 tetrapod00 force-pushed the rendering-method-driver-backend branch from 3405edc to 141737d Compare November 30, 2024 03:54
@akien-mga akien-mga merged commit cebf213 into godotengine:master Dec 2, 2024
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Thanks!

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7 participants