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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-28 20:04:16 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-30 19:36:17 +0200
commitd2b65c69e965c5d18e4efc7f2d936fb55f884f53 (patch)
tree040c67dc841657516841d8f583b93470fd351593
parent60eb508fbb9ddd30fa567f183f8f50b74af38cd6 (diff)
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.
-rw-r--r--editor/project_manager.cpp37
-rw-r--r--servers/rendering_server.cpp6
2 files changed, 18 insertions, 25 deletions
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index fd4f22425f..8d425a1e51 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -474,13 +474,7 @@ private:
return;
}
ProjectSettings::CustomMap initial_settings;
- if (rasterizer_button_group->get_pressed_button()->get_meta("driver_name") == "Vulkan") {
- initial_settings["rendering/driver/driver_name"] = "Vulkan";
- } else {
- initial_settings["rendering/driver/driver_name"] = "GLES2";
- initial_settings["rendering/textures/vram_compression/import_etc2"] = false;
- initial_settings["rendering/textures/vram_compression/import_etc"] = true;
- }
+ initial_settings["rendering/vulkan/rendering/back_end"] = rasterizer_button_group->get_pressed_button()->get_meta(SNAME("driver_name"));
initial_settings["application/config/name"] = project_name->get_text().strip_edges();
initial_settings["application/config/icon"] = "res://icon.png";
initial_settings["rendering/environment/defaults/default_environment"] = "res://default_env.tres";
@@ -869,37 +863,36 @@ public:
rshb->add_child(rvb);
Button *rs_button = memnew(CheckBox);
rs_button->set_button_group(rasterizer_button_group);
- rs_button->set_text(TTR("Vulkan"));
- rs_button->set_meta("driver_name", "Vulkan");
+ rs_button->set_text(TTR("Vulkan Clustered"));
+ rs_button->set_meta(SNAME("driver_name"), 0); // Vulkan backend "Forward Clustered"
rs_button->set_pressed(true);
rvb->add_child(rs_button);
l = memnew(Label);
- l->set_text(TTR("- Higher visual quality\n- More accurate API, which produces very fast code\n- Some features not implemented yet - work in progress\n- Incompatible with older hardware\n- Not recommended for web and mobile games"));
+ l->set_text(
+ String::utf8("• ") + TTR("Supports desktop platforms only.") +
+ String::utf8("\n• ") + TTR("Advanced 3D graphics available.") +
+ String::utf8("\n• ") + TTR("Can scale to large complex scenes.") +
+ String::utf8("\n• ") + TTR("Slower rendering of simple scenes."));
l->set_modulate(Color(1, 1, 1, 0.7));
rvb->add_child(l);
rshb->add_child(memnew(VSeparator));
- const String gles2_unsupported_tooltip =
- TTR("The GLES2 renderer is currently unavailable, as it needs to be reworked for Godot 4.0.\nUse Godot 3.2 if you need GLES2 support.");
-
rvb = memnew(VBoxContainer);
rvb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
rshb->add_child(rvb);
rs_button = memnew(CheckBox);
rs_button->set_button_group(rasterizer_button_group);
- rs_button->set_text(TTR("OpenGL ES 2.0 (currently unavailable)"));
- rs_button->set_meta("driver_name", "GLES2");
- rs_button->set_disabled(true);
- rs_button->set_tooltip(gles2_unsupported_tooltip);
+ rs_button->set_text(TTR("Vulkan Mobile"));
+ rs_button->set_meta(SNAME("driver_name"), 1); // Vulkan backend "Forward Mobile"
rvb->add_child(rs_button);
l = memnew(Label);
- l->set_text(TTR("- Lower visual quality\n- Some features not available\n- Works on most hardware\n- Recommended for web and mobile games"));
+ l->set_text(
+ String::utf8("• ") + TTR("Supports desktop + mobile platforms.") +
+ String::utf8("\n• ") + TTR("Less advanced 3D graphics.") +
+ String::utf8("\n• ") + TTR("Less scalable for complex scenes.") +
+ String::utf8("\n• ") + TTR("Faster rendering of simple scenes."));
l->set_modulate(Color(1, 1, 1, 0.7));
- // Also set the tooltip on the label so it appears when hovering either the checkbox or label.
- l->set_tooltip(gles2_unsupported_tooltip);
- // Required for the tooltip to show.
- l->set_mouse_filter(Control::MOUSE_FILTER_STOP);
rvb->add_child(l);
l = memnew(Label);
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);