GLES2: Make Nvidia flicker workaround opt-in

It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
This commit is contained in:
Rémi Verschelde
2019-01-14 18:26:41 +01:00
parent 6f884cc884
commit 02ffc59270
5 changed files with 163 additions and 147 deletions

View File

@@ -1163,8 +1163,6 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF("input/ui_end", action);
input_presets.push_back("input/ui_end");
//GLOBAL_DEF("display/window/handheld/orientation", "landscape");
custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::STRING, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "landscape,portrait,reverse_landscape,reverse_portrait,sensor_landscape,sensor_portrait,sensor");
custom_prop_info["rendering/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");