Removes RenderPath

We can render the game only with shaders so we don't need to support
fixed function pipeline as a separate render path. We only need to know
when to warn a user.

Fixes #6244
This commit is contained in:
Vladislav Belov
2026-07-07 23:12:45 +02:00
parent fb38c8781b
commit 46af67b5bd
13 changed files with 27 additions and 126 deletions
+3 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -96,7 +96,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
? Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER
: Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// TODO: Should check which renderpath is selected and only preload the necessary textures.
// TODO: Should check which material is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}
@@ -151,7 +151,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
// TODO: Should check which renderpath is selected and only preload the necessary textures.
// TODO: Should check which material is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}