diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2018-11-03 00:26:30 +0100 |
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committer | Hein-Pieter van Braam <hp@tmm.cx> | 2018-11-06 22:31:35 +0100 |
commit | 0aad11a6a77d8ce3a8cf6096ad01cf25cb94553d (patch) | |
tree | 5ed105610dbcc990290bc589ab81d81585ae9f5a /platform/x11 | |
parent | f84893f70901dfca356d949ea1585a56154cb59f (diff) |
Set DRI_PRIME=1 by default on X11 if not already set
This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.
Diffstat (limited to 'platform/x11')
-rw-r--r-- | platform/x11/os_x11.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/platform/x11/os_x11.cpp b/platform/x11/os_x11.cpp index 8ba5833796..2ab7b835b6 100644 --- a/platform/x11/os_x11.cpp +++ b/platform/x11/os_x11.cpp @@ -267,6 +267,10 @@ Error OS_X11::initialize(const VideoMode &p_desired, int p_video_driver, int p_a // maybe contextgl wants to be in charge of creating the window #if defined(OPENGL_ENABLED) + // Set DRI_PRIME if not set. This means that Godot should default to a higher-power GPU if it exists. + // Note: Due to the final '0' parameter to setenv any existing DRI_PRIME environment variables will not + // be overwritten. + setenv("DRI_PRIME", "1", 0); ContextGL_X11::ContextType opengl_api_type = ContextGL_X11::GLES_3_0_COMPATIBLE; |