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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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@@ -299,14 +299,19 @@ RendererCompositorRD::RendererCompositorRD() {
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fog = memnew(RendererRD::Fog);
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canvas = memnew(RendererCanvasRenderRD());
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back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
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String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method");
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uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
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if (back_end || textures_per_stage < 48) {
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if (rendering_method == "mobile" || textures_per_stage < 48) {
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scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
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} else { // back_end == false
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if (rendering_method == "forward_plus") {
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WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
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}
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} else if (rendering_method == "forward_plus") {
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// default to our high end renderer
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
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} else {
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ERR_FAIL_MSG("Cannot instantiate RenderingDevice-based renderer with renderer type " + rendering_method);
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}
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scene->init();
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