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Only build glslang if Vulkan or Direct3D 12 rendering is enabled #84613
Only build glslang if Vulkan or Direct3D 12 rendering is enabled #84613
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Shouldn't this be tied into building for web instead? So it is disabled on web builds and enabled on non-web builds? |
If you build a custom desktop export template with all Vulkan-based renderers disabled, you don't need glslang either as I understand it. ( |
@RandomShaper Do we need glslang for D3D 12? |
We need. For now (including upcoming refactors), glslang is needed for every RenderingDevice backend. In an upcoming PR I'm letting the RD drivers build scripts define Going back to the present, this PR is fine, but will make me add |
glslang isn't needed for OpenGL rendering, which includes the web export. This reduces the web release export template's `.wasm` size by about 20 KB, since web builds use `vulkan=no`.
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I've done this in this PR, since D3D12 has been merged in |
Thanks! |
glslang isn't needed for OpenGL rendering, which includes the web export. This reduces the web release export template's
.wasm
size by about 20 KB, since web builds usevulkan=no
.This check may need to be revisited once #70315 is merged, as I assume the Direct3D 12 renderer also needs the glslang module to be enabled.
I found this while working on godotengine/godot-docs#8424 🙂