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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.
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2 changed files with 18 additions and 25 deletions
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@ -2763,12 +2763,12 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
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GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end", 0);
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GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end.mobile", 1);
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GLOBAL_DEF_RST_BASIC("rendering/vulkan/rendering/back_end", 0);
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GLOBAL_DEF_RST_BASIC("rendering/vulkan/rendering/back_end.mobile", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/vulkan/rendering/back_end",
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PropertyInfo(Variant::INT,
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"rendering/vulkan/rendering/back_end",
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PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile"));
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PROPERTY_HINT_ENUM, "Forward Clustered (Supports Desktop Only),Forward Mobile (Supports Desktop and Mobile)"));
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
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