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Add RD_ENABLED
when VULKAN_ENABLED
or D3D12_ENABLED
is added
#86435
Conversation
I wonder if all this could be managed at a more centric spot. Aside, this looks good to me. I think |
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Done. |
This PR removed the error about Forward+ when launching a new project for me. I've read the documentation about Forward+, but it's still not clear to me exactly what it is. Is it Vulkan? A combination of tools? I would like to test that my Forward+ is working correctly, now that this PR fixes the error message itself. I am able to load a 3D scene and interact with it, and the top right entry of my toolbar reads "Forward+". Is that sufficient evidence that things are working as intended? |
I guess you can understand it as a combination of fancy technologys that applys well on normal desktop hardware
I believe yes |
RD_ENABLED
when VULKAN_ENABLED
or D3D12_ENABLED
is added
I'm surprised that the original code doesn't work, appending to Anyway, this makes things consistent with how |
Thanks! |
I'm thinking about if we can do something like, if |
Fixes #86411
In #83452, @RandomShaper changed the following line to use
RD_ENABLED
instead ofVULKAN_ENABLED
andD3D12_ENABLED
godot/core/config/project_settings.cpp
Lines 98 to 101 in 9d1cbab
But as far as I can see,
RD_ENABLED
is only defined in driver/vulkan and dx12, I'm not familiar with scon but I guess the definition there only affects the subfolder and so the editor failed to have this macro defined? Feel free to correct me.Since I dont think revert this line is a good change as godot might support other backend for rd, this pr is a safeguard as I add
RD_ENABLED
whenVULKAN_ENABLED
orD3D12_ENABLED
is added in detect.py, I might miss some places. Thank you for your help in advance.