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Remove obsolete GLES3 backend

Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
This commit is contained in:
Rémi Verschelde
2020-02-13 10:08:52 +01:00
parent d661ca5357
commit 386968ea97
82 changed files with 97 additions and 27728 deletions

View File

@@ -484,8 +484,8 @@ private:
if (mode == MODE_NEW) {
ProjectSettings::CustomMap initial_settings;
if (rasterizer_button_group->get_pressed_button()->get_meta("driver_name") == "GLES3") {
initial_settings["rendering/quality/driver/driver_name"] = "GLES3";
if (rasterizer_button_group->get_pressed_button()->get_meta("driver_name") == "Vulkan") {
initial_settings["rendering/quality/driver/driver_name"] = "Vulkan";
} else {
initial_settings["rendering/quality/driver/driver_name"] = "GLES2";
initial_settings["rendering/vram_compression/import_etc2"] = false;
@@ -881,7 +881,7 @@ public:
Button *rs_button = memnew(CheckBox);
rs_button->set_button_group(rasterizer_button_group);
rs_button->set_text(TTR("Vulkan"));
rs_button->set_meta("driver_name", "GLES3");
rs_button->set_meta("driver_name", "Vulkan");
rs_button->set_pressed(true);
rvb->add_child(rs_button);
l = memnew(Label);