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[macOS] Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native.

bruvzg 1 년 전
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d48524a3f4
2개의 변경된 파일2개의 추가작업 그리고 3개의 파일을 삭제
  1. 1 2
      main/main.cpp
  2. 1 1
      platform/macos/gl_manager_macos_angle.mm

+ 1 - 2
main/main.cpp

@@ -1758,7 +1758,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 #endif
 
 		String default_driver = driver_hints.get_slice(",", 0);
-		String default_driver_macos = driver_hints_angle.get_slice(",", 1);
 
 		GLOBAL_DEF_RST_NOVAL("rendering/gl_compatibility/driver", default_driver);
 		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.windows", PROPERTY_HINT_ENUM, driver_hints_angle), default_driver);
@@ -1766,7 +1765,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.web", PROPERTY_HINT_ENUM, driver_hints), default_driver);
 		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.android", PROPERTY_HINT_ENUM, driver_hints), default_driver);
 		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.ios", PROPERTY_HINT_ENUM, driver_hints), default_driver);
-		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.macos", PROPERTY_HINT_ENUM, driver_hints_angle), default_driver_macos);
+		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::STRING, "rendering/gl_compatibility/driver.macos", PROPERTY_HINT_ENUM, driver_hints_angle), default_driver);
 
 		GLOBAL_DEF_RST("rendering/gl_compatibility/nvidia_disable_threaded_optimization", true);
 		GLOBAL_DEF_RST("rendering/gl_compatibility/fallback_to_angle", true);

+ 1 - 1
platform/macos/gl_manager_macos_angle.mm

@@ -48,7 +48,7 @@ EGLenum GLManagerANGLE_MacOS::_get_platform_extension_enum() const {
 Vector<EGLAttrib> GLManagerANGLE_MacOS::_get_platform_display_attributes() const {
 	Vector<EGLAttrib> ret;
 	ret.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
-	ret.push_back(EGL_PLATFORM_ANGLE_TYPE_METAL_ANGLE);
+	ret.push_back(EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE);
 	ret.push_back(EGL_NONE);
 
 	return ret;