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Android: Fix export and runtime logic to check if using Vulkan
Also fix iOS export logic that would force a min target of iOS 14.0 (for Metal) even when targeting the Compatibility renderer. Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
This commit is contained in:
committed by
Rémi Verschelde
parent
b77423370a
commit
28d1dccf63
@@ -825,10 +825,11 @@ class Godot(private val context: Context) {
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* Returns true if `Vulkan` is used for rendering.
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*/
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private fun usesVulkan(): Boolean {
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var rendererSource = "ProjectSettings"
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var renderer = GodotLib.getGlobal("rendering/renderer/rendering_method")
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val rendererInfo = GodotLib.getRendererInfo()
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var renderingDeviceSource = "ProjectSettings"
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var renderingDevice = GodotLib.getGlobal("rendering/rendering_device/driver")
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var renderingDevice = rendererInfo[0]
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var rendererSource = "ProjectSettings"
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var renderer = rendererInfo[1]
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val cmdline = getCommandLine()
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var index = cmdline.indexOf("--rendering-method")
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if (index > -1 && cmdline.size > index + 1) {
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@@ -189,6 +189,15 @@ public class GodotLib {
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*/
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public static native String getGlobal(String p_key);
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/**
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* Used to get info about the current rendering system.
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*
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* @return A String array with two elements:
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* [0] Rendering driver name.
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* [1] Rendering method.
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*/
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public static native String[] getRendererInfo();
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/**
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* Used to access Godot's editor settings.
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* @param settingKey Setting key
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