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authorRémi Verschelde <rverschelde@gmail.com>2020-02-13 10:08:52 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-02-13 10:36:44 +0100
commit386968ea97d4ceeb004cc05a7aa740aa7abe6ca9 (patch)
tree4ad2333ba23b1cbe7db9e213e9d7702606ea42a6 /main
parentd661ca53575142582254f56afd5f92563db6dd9f (diff)
Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
Diffstat (limited to 'main')
-rw-r--r--main/main.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/main/main.cpp b/main/main.cpp
index 1b8b95c4c3..00ce8c6f7b 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -689,7 +689,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
editor = true;
#ifdef DEBUG_METHODS_ENABLED
} else if (I->get() == "--gdnative-generate-json-api") {
- // Register as an editor instance to use the GLES2 fallback automatically on hardware that doesn't support the GLES3 backend
+ // Register as an editor instance to use low-end fallback if relevant.
editor = true;
// We still pass it to the main arguments since the argument handling itself is not done in this function
@@ -1000,8 +1000,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
video_driver = GLOBAL_GET("rendering/quality/driver/driver_name");
}
- GLOBAL_DEF("rendering/quality/driver/fallback_to_gles2", false);
-
// Assigning here even though it's GLES2-specific, to be sure that it appears in docs
GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false);