diff options
| author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-28 20:04:16 +0200 |
|---|---|---|
| committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-30 19:36:17 +0200 |
| commit | d2b65c69e965c5d18e4efc7f2d936fb55f884f53 (patch) | |
| tree | 040c67dc841657516841d8f583b93470fd351593 /servers/rendering_server.cpp | |
| parent | 60eb508fbb9ddd30fa567f183f8f50b74af38cd6 (diff) | |
| download | redot-engine-d2b65c69e965c5d18e4efc7f2d936fb55f884f53.tar.gz | |
Expose Vulkan's clustered and mobile backends in the project manager
Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
Diffstat (limited to 'servers/rendering_server.cpp')
| -rw-r--r-- | servers/rendering_server.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 1f01f47fff..314b59869d 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2763,12 +2763,12 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); - GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end", 0); - GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end.mobile", 1); + GLOBAL_DEF_RST_BASIC("rendering/vulkan/rendering/back_end", 0); + GLOBAL_DEF_RST_BASIC("rendering/vulkan/rendering/back_end.mobile", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/vulkan/rendering/back_end", PropertyInfo(Variant::INT, "rendering/vulkan/rendering/back_end", - PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile")); + PROPERTY_HINT_ENUM, "Forward Clustered (Supports Desktop Only),Forward Mobile (Supports Desktop and Mobile)")); GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true); GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true); |
