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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-08-13 09:35:41 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-08-13 10:04:53 +0200 |
commit | 33b2070d2e6931566e05bc5daab320493aba3a48 (patch) | |
tree | ba957b34a3920a3de732f378c32a14554ff15abc /SConstruct | |
parent | 9413446b2d942402491254feae549e85740692a9 (diff) |
Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
Diffstat (limited to 'SConstruct')
-rw-r--r-- | SConstruct | 11 |
1 files changed, 3 insertions, 8 deletions
diff --git a/SConstruct b/SConstruct index 96d2f1abe7..352755f2f2 100644 --- a/SConstruct +++ b/SConstruct @@ -12,7 +12,7 @@ from collections import OrderedDict # Local import methods -import gles_builders +import glsl_builders import version from platform_methods import run_in_subprocess @@ -629,18 +629,13 @@ if selected_platform in platform_list: if not env["platform"] == "server": GLSL_BUILDERS = { - "GLES2_GLSL": env.Builder( - action=env.Run(gles_builders.build_gles2_headers, 'Building GLES2_GLSL header: "$TARGET"'), - suffix="glsl.gen.h", - src_suffix=".glsl", - ), "RD_GLSL": env.Builder( - action=env.Run(gles_builders.build_rd_headers, 'Building RD_GLSL header: "$TARGET"'), + action=env.Run(glsl_builders.build_rd_headers, 'Building RD_GLSL header: "$TARGET"'), suffix="glsl.gen.h", src_suffix=".glsl", ), "GLSL_HEADER": env.Builder( - action=env.Run(gles_builders.build_raw_headers, 'Building GLSL header: "$TARGET"'), + action=env.Run(glsl_builders.build_raw_headers, 'Building GLSL header: "$TARGET"'), suffix="glsl.gen.h", src_suffix=".glsl", ), |