-
-
Notifications
You must be signed in to change notification settings - Fork 21.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[ANGLE] Add fallback control options and defaults. #82364
Conversation
bruvzg
commented
Sep 26, 2023
- [macOS] Use ANGLE by default if engine is built with statically linked ANGLE.
- macOS OpenGL is deprecated and buggy, using ANGLE should be more compatible.
- [Windows] Add option enable/disable fallback to ANGLE and option force specific GPU to always use ANGLE.
- Automatic fallback to ANGLE might be undesirec in some cases (e.g., in case of OpenXR which doesn't support it).
- Some older Intel integrated devices have extreamly bad OpenGL support, but still have OpenGL 3.3 listead as supported so automatic fallback won't work in this case, and it might be necessery to workaround it.
1f1d7e9
to
68da1a5
Compare
int gl_version = detect_wgl_version(); | ||
if (gl_version < 30003) { | ||
bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_angle"); | ||
if (fallback && (rendering_driver == "opengl3")) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Don't we still need a path to check for gl_version support when not using the fallback? This seems like it will fail for devices that don't have the fallback enabled and don't support the required version
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This seems like it will fail for devices that don't have the fallback enabled and don't support the required version
Isn't it what is supposed to do in such case?
Hm. We recently added support for OpenXR on MacOS (see #79614), and while I'm still not totally sure how ANGLE will interact OpenXR, I'm assuming it won't work (either a crash or an error). Is there an option to disable falling back to ANGLE on MacOS too? Or, is that just for Windows? /cc @BastiaanOlij |
There's no fallback, macOS always pretend to have support for 3.2. |
It seems like it's not enabled for OpenGL, only for Vulkan. |
Ah, I think you're right, based on the |
68da1a5
to
093a5af
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me.
[macOS] Use ANGLE by default if engine is built with statically linked ANGLE. [Windows] Add option enable/disable fallback to ANGLE and option force specific GPU to always use ANGLE.
093a5af
to
ac3fc2a
Compare
Thanks! |
@bruvzg congrats on the merge. Re OpenXR, we should have a chat, if Angle supports the multiview support, it should be easy to add OpenXR support for DirectX over Angle. Doing so would also be a good prelude to having this work once the DirectX native drivers become available. |