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author | bruvzg <7645683+bruvzg@users.noreply.github.com> | 2023-12-09 20:47:46 +0200 |
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committer | bruvzg <7645683+bruvzg@users.noreply.github.com> | 2023-12-09 20:47:46 +0200 |
commit | b65635ae51635335aa5cc4ce023c403f8ba1e8ed (patch) | |
tree | 00f24724151709319a11eb70dd2f3ff04e5c00a3 /platform/windows/display_server_windows.cpp | |
parent | b94eb58d35b3dd8a9f522bc90df0db73862ef326 (diff) | |
download | redot-engine-b65635ae51635335aa5cc4ce023c403f8ba1e8ed.tar.gz |
[Windows] Always use ANGLE in ARM builds.
Diffstat (limited to 'platform/windows/display_server_windows.cpp')
-rw-r--r-- | platform/windows/display_server_windows.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp index c801ca96e7..50d6abc008 100644 --- a/platform/windows/display_server_windows.cpp +++ b/platform/windows/display_server_windows.cpp @@ -4647,6 +4647,12 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win // Init context and rendering device #if defined(GLES3_ENABLED) +#if defined(__arm__) || defined(__aarch64__) || defined(_M_ARM) || defined(_M_ARM64) + // There's no native OpenGL drivers on Windows for ARM, switch to ANGLE over DX. + if (rendering_driver == "opengl3") { + rendering_driver = "opengl3_angle"; + } +#else bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_angle"); if (fallback && (rendering_driver == "opengl3")) { Dictionary gl_info = detect_wgl(); @@ -4667,6 +4673,7 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win rendering_driver = "opengl3_angle"; } } +#endif if (rendering_driver == "opengl3") { gl_manager_native = memnew(GLManagerNative_Windows); |