You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Polish rendering driver refactor further
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
This commit is contained in:
@@ -182,8 +182,8 @@ opts.Add(BoolVariable("deprecated", "Enable compatibility code for deprecated an
|
||||
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
|
||||
opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
|
||||
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False))
|
||||
opts.Add(BoolVariable("vulkan", "Enable the vulkan video driver", True))
|
||||
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 video driver", True))
|
||||
opts.Add(BoolVariable("vulkan", "Enable the vulkan rendering driver", True))
|
||||
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 rendering driver", True))
|
||||
opts.Add(BoolVariable("openxr", "Enable the OpenXR driver", True))
|
||||
opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True))
|
||||
opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
|
||||
|
||||
Reference in New Issue
Block a user