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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

@@ -424,14 +424,6 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
}
// we don't offset the eye center vertically (yet)
eye_center.y = 0.0;
// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
#if 0
VSG::rasterizer->set_current_render_target(RID());
// and output
VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
#endif
}
void MobileVRInterface::process() {