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Update rendering driver name on fallbacks. Fix rendering driver/method in the editor system info. #95887
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} | ||
if (driver_name == "vulkan") { | ||
driver_name = "Vulkan"; | ||
} else if (driver_name == "d3d12") { | ||
driver_name = "Direct3D 12"; | ||
} else if (driver_name == "opengl3_angle") { |
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If we're making a special case for opengl3_angle
, we might as well do one for opengl3_es
too.
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I guess it this case, we should change opengl3
to return OpenGL 3
instead of GLES3
(but this won't be correct in case of web and mobile, which always use ES).
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Updated to return OpenGL 3
or OpenGL ES 3
based on actually used backend.
…d in the editor system info.
Thanks! |
This breaks compiling with MSVC, it seems to introduce bad declares by introducing platform code, suspect Trying to create a fix |
Strange, CI runs MSVC and passed. |
Starting with a simple undefine series but might be something that can be configured for the include to block the defines, can alternatively build I think the errors only occur in SCU builds, and are introduced by the inclusion of the rasterizer in |
Or we can add another internal |
Sounds like a more coherent solution, making a PR to split up the SCU as a band-aid while that solution can be implemented |
Help
→Copy System Info
(was using project settings, instead of real current driver/method).Might fix some issues with shaders when D3D12 ↔ Vulkan fallback is used, since saved name is used to set defines:
godot/servers/rendering/renderer_rd/shader_rd.cpp
Line 202 in 3b3d622
Fixes #96380