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Remove obsolete GLES2 backend code

This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
This commit is contained in:
Rémi Verschelde
2020-08-13 09:35:41 +02:00
parent 9413446b2d
commit 33b2070d2e
56 changed files with 230 additions and 30439 deletions

View File

@@ -1079,14 +1079,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_name",
PropertyInfo(Variant::STRING,
"rendering/quality/driver/driver_name",
PROPERTY_HINT_ENUM, "Vulkan,GLES2"));
PROPERTY_HINT_ENUM, "Vulkan"));
if (display_driver == "") {
display_driver = GLOBAL_GET("rendering/quality/driver/driver_name");
}
// Assigning here even though it's GLES2-specific, to be sure that it appears in docs
GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false);
GLOBAL_DEF("display/window/size/width", 1024);
ProjectSettings::get_singleton()->set_custom_property_info("display/window/size/width",
PropertyInfo(Variant::INT, "display/window/size/width",