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Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
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@@ -136,28 +136,32 @@ typedef void (*DEBUGPROCARB)(GLenum source,
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typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
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Error RasterizerGLES3::is_viable() {
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#ifdef GLAD_ENABLED
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if (!gladLoadGL()) {
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ERR_PRINT("Error initializing GLAD");
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return ERR_UNAVAILABLE;
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}
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// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
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#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
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if (GLVersion.major < 3 || (GLVersion.major == 3 && GLVersion.minor < 3)) {
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#else // OpenGL ES 3.0
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if (GLVersion.major < 3) {
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#endif
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return ERR_UNAVAILABLE;
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}
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#endif // GLAD_ENABLED
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return OK;
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}
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void RasterizerGLES3::initialize() {
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print_verbose("Using GLES3 video driver");
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#ifdef GLAD_ENABLED
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if (!gladLoadGL()) {
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ERR_PRINT("Error initializing GLAD");
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}
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// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
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#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
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if (GLVersion.major < 3 && GLVersion.minor < 3) {
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#else // OpenGL ES 3.0
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if (GLVersion.major < 3) {
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#endif
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ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
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OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Godot Engine will self-destruct as soon as you acknowledge this error message.",
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"Fatal error: Insufficient OpenGL / GLES driver support");
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}
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if (OS::get_singleton()->is_stdout_verbose()) {
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if (GLAD_GL_ARB_debug_output) {
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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@@ -167,7 +171,6 @@ void RasterizerGLES3::initialize() {
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print_line("OpenGL debugging not supported!");
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}
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}
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#endif // GLAD_ENABLED
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/* // For debugging
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