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Use mobile as the default rendering method on mobile when vulkan is supported
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@ -1986,7 +1986,7 @@
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[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Clustered, but does not scale as well to large scenes with many elements.
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[b]Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
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</member>
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<member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default=""forward_plus"">
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<member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default=""mobile"">
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Override for [member rendering/renderer/rendering_method] on mobile devices.
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</member>
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<member name="rendering/renderer/rendering_method.web" type="String" setter="" getter="" default=""gl_compatibility"">
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@ -710,6 +710,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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bool force_res = false;
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String default_renderer = "";
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String default_renderer_mobile = "";
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String renderer_hints = "";
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packed_data = PackedData::get_singleton();
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@ -1517,6 +1518,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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// Start with RenderingDevice-based backends. Should be included if any RD driver present.
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#ifdef VULKAN_ENABLED
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renderer_hints = "forward_plus,mobile";
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default_renderer_mobile = "mobile";
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#endif
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// And Compatibility next, or first if Vulkan is disabled.
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@ -1525,6 +1527,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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renderer_hints += ",";
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}
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renderer_hints += "gl_compatibility";
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if (default_renderer_mobile.is_empty()) {
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default_renderer_mobile = "gl_compatibility";
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}
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#endif
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if (renderer_hints.is_empty()) {
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ERR_PRINT("No renderers available.");
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@ -1616,7 +1621,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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default_renderer = renderer_hints.get_slice(",", 0);
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GLOBAL_DEF_RST_BASIC("rendering/renderer/rendering_method", default_renderer);
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GLOBAL_DEF_RST_BASIC("rendering/renderer/rendering_method.mobile", default_renderer);
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GLOBAL_DEF_RST_BASIC("rendering/renderer/rendering_method.mobile", default_renderer_mobile);
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GLOBAL_DEF_RST_BASIC("rendering/renderer/rendering_method.web", "gl_compatibility"); // This is a bit of a hack until we have WebGPU support.
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/renderer/rendering_method",
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