Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver` command line argument.
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@ -677,7 +677,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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// Expose method for requesting quit.
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godot_js_os_request_quit_cb(request_quit_callback);
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RasterizerDummy::make_current(); // TODO GLES2 in Godot 4.0... or webgpu?
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RasterizerDummy::make_current(); // TODO OpenGL in Godot 4.0... or webgpu?
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#if 0
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EmscriptenWebGLContextAttributes attributes;
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emscripten_webgl_init_context_attributes(&attributes);
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@ -691,10 +691,10 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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bool gl_initialization_error = false;
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if (RasterizerGLES2::is_viable() == OK) {
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if (RasterizerOpenGLis_viable() == OK) {
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attributes.majorVersion = 1;
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RasterizerGLES2::register_config();
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RasterizerGLES2::make_current();
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RasterizerOpenGLregister_config();
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RasterizerOpenGLmake_current();
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} else {
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gl_initialization_error = true;
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}
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@ -316,7 +316,7 @@ void EditorExportPlatformJavaScript::get_preset_features(const Ref<EditorExportP
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if (p_preset->get("vram_texture_compression/for_mobile")) {
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String driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name");
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if (driver == "GLES2") {
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if (driver == "OpenGL") {
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r_features->push_back("etc");
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} else if (driver == "Vulkan") {
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// FIXME: Review if this is correct.
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@ -300,7 +300,7 @@ void EditorExportPlatformJavaScript::get_preset_features(const Ref<EditorExportP
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if (p_preset->get("vram_texture_compression/for_mobile")) {
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String driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name");
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if (driver == "GLES2") {
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if (driver == "OpenGL") {
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r_features->push_back("etc");
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} else if (driver == "Vulkan") {
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// FIXME: Review if this is correct.
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