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Merge pull request #95934 from bruvzg/win_ang_fb
Enable fallback from ANGLE to native and improve ANGLE error messages.
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commit
28a72fa434
@ -2526,8 +2526,8 @@
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[b]Note:[/b] This setting is implemented only on Linux/X11.
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</member>
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<member name="rendering/gl_compatibility/fallback_to_native" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the compatibility renderer will fall back to native OpenGL if ANGLE over Metal is not supported.
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[b]Note:[/b] This setting is implemented only on macOS.
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If [code]true[/code], the compatibility renderer will fall back to native OpenGL if ANGLE is not supported, or ANGLE dynamic libraries aren't found.
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[b]Note:[/b] This setting is implemented on macOS and Windows.
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</member>
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<member name="rendering/gl_compatibility/force_angle_on_devices" type="Array" setter="" getter="">
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An [Array] of devices which should always use the ANGLE renderer.
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@ -357,7 +357,7 @@ Error EGLManager::initialize(void *p_native_display) {
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// have to temporarily get a proper display and reload EGL once again to
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// initialize everything else.
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if (!gladLoaderLoadEGL(EGL_NO_DISPLAY)) {
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
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}
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EGLDisplay tmp_display = EGL_NO_DISPLAY;
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@ -387,7 +387,7 @@ Error EGLManager::initialize(void *p_native_display) {
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int version = gladLoaderLoadEGL(tmp_display);
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if (!version) {
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eglTerminate(tmp_display);
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
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}
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int major = GLAD_VERSION_MAJOR(version);
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@ -3609,7 +3609,11 @@ DisplayServerMacOS::DisplayServerMacOS(const String &p_rendering_driver, WindowM
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gl_manager_angle = nullptr;
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bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_native");
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if (fallback) {
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WARN_PRINT("Your video card drivers seem not to support the required Metal version, switching to native OpenGL.");
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#ifdef EGL_STATIC
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WARN_PRINT("Your video card drivers seem not to support GLES3 / ANGLE, switching to native OpenGL.");
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#else
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WARN_PRINT("Your video card drivers seem not to support GLES3 / ANGLE or ANGLE dynamic libraries (libEGL.dylib and libGLESv2.dylib) are missing, switching to native OpenGL.");
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#endif
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rendering_driver = "opengl3";
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} else {
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r_error = ERR_UNAVAILABLE;
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@ -6183,10 +6183,12 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
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#endif
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}
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bool gl_supported = true;
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if (fallback && (rendering_driver == "opengl3")) {
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Dictionary gl_info = detect_wgl();
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bool force_angle = false;
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gl_supported = gl_info["version"].operator int() >= 30003;
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Vector2i device_id = _get_device_ids(gl_info["name"]);
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Array device_list = GLOBAL_GET("rendering/gl_compatibility/force_angle_on_devices");
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@ -6210,12 +6212,37 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
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if (force_angle || (gl_info["version"].operator int() < 30003)) {
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tested_drivers.set_flag(DRIVER_ID_COMPAT_OPENGL3);
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if (show_warning) {
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WARN_PRINT("Your video card drivers seem not to support the required OpenGL 3.3 version, switching to ANGLE.");
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if (gl_info["version"].operator int() < 30003) {
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WARN_PRINT("Your video card drivers seem not to support the required OpenGL 3.3 version, switching to ANGLE.");
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} else {
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WARN_PRINT("Your video card drivers are known to have low quality OpenGL 3.3 support, switching to ANGLE.");
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}
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}
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rendering_driver = "opengl3_angle";
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}
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}
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if (rendering_driver == "opengl3_angle") {
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gl_manager_angle = memnew(GLManagerANGLE_Windows);
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tested_drivers.set_flag(DRIVER_ID_COMPAT_ANGLE_D3D11);
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if (gl_manager_angle->initialize() != OK) {
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memdelete(gl_manager_angle);
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gl_manager_angle = nullptr;
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bool fallback_to_native = GLOBAL_GET("rendering/gl_compatibility/fallback_to_native");
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if (fallback_to_native && gl_supported) {
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#ifdef EGL_STATIC
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WARN_PRINT("Your video card drivers seem not to support GLES3 / ANGLE, switching to native OpenGL.");
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#else
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WARN_PRINT("Your video card drivers seem not to support GLES3 / ANGLE or ANGLE dynamic libraries (libEGL.dll and libGLESv2.dll) are missing, switching to native OpenGL.");
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#endif
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rendering_driver = "opengl3";
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} else {
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r_error = ERR_UNAVAILABLE;
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ERR_FAIL_MSG("Could not initialize ANGLE OpenGL.");
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}
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}
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}
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if (rendering_driver == "opengl3") {
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gl_manager_native = memnew(GLManagerNative_Windows);
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tested_drivers.set_flag(DRIVER_ID_COMPAT_OPENGL3);
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@ -6224,26 +6251,17 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
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memdelete(gl_manager_native);
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gl_manager_native = nullptr;
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r_error = ERR_UNAVAILABLE;
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return;
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ERR_FAIL_MSG("Could not initialize native OpenGL.");
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}
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}
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if (rendering_driver == "opengl3") {
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RasterizerGLES3::make_current(true);
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}
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if (rendering_driver == "opengl3_angle") {
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gl_manager_angle = memnew(GLManagerANGLE_Windows);
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tested_drivers.set_flag(DRIVER_ID_COMPAT_ANGLE_D3D11);
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if (gl_manager_angle->initialize() != OK) {
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memdelete(gl_manager_angle);
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gl_manager_angle = nullptr;
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r_error = ERR_UNAVAILABLE;
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return;
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}
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RasterizerGLES3::make_current(false);
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}
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#endif
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String appname;
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if (Engine::get_singleton()->is_editor_hint()) {
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appname = "Godot.GodotEditor." + String(VERSION_FULL_CONFIG);
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