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Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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@@ -34,7 +34,6 @@
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#include "editor/editor_node.h"
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void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) const {
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String driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name");
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// Vulkan and OpenGL ES 3.0 both mandate ETC2 support.
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r_features->push_back("etc2");
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