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Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
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83 changed files with 2155 additions and 8187 deletions
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@ -344,8 +344,8 @@ void DisplayServerAndroid::process_events() {
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Vector<String> DisplayServerAndroid::get_rendering_drivers_func() {
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Vector<String> drivers;
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#ifdef OPENGL_ENABLED
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drivers.push_back("opengl");
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#ifdef GLES3_ENABLED
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drivers.push_back("opengl3");
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#endif
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#ifdef VULKAN_ENABLED
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drivers.push_back("vulkan");
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@ -407,13 +407,13 @@ DisplayServerAndroid::DisplayServerAndroid(const String &p_rendering_driver, Dis
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keep_screen_on = GLOBAL_GET("display/window/energy_saving/keep_screen_on");
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#if defined(OPENGL_ENABLED)
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if (rendering_driver == "opengl") {
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#if defined(GLES3_ENABLED)
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if (rendering_driver == "opengl3") {
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bool gl_initialization_error = false;
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if (RasterizerOpenGLis_viable() == OK) {
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RasterizerOpenGLregister_config();
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RasterizerOpenGLmake_current();
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if (RasterizerGLES3::is_viable() == OK) {
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RasterizerGLES3::register_config();
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RasterizerGLES3::make_current();
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} else {
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gl_initialization_error = true;
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}
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