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.
This commit is contained in:
Hugo Locurcio 2021-07-28 20:04:16 +02:00
parent 60eb508fbb
commit d2b65c69e9
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
2 changed files with 18 additions and 25 deletions

View file

@ -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);