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
-39
View File
@@ -60,33 +60,6 @@ private:
std::vector<CConfigDBHook> hooks;
};
RenderPath RenderPathEnum::FromString(const CStr8& name)
{
if (name == "default")
return DEFAULT;
if (name == "fixed")
return FIXED;
if (name == "shader")
return SHADER;
LOGWARNING("Unknown render path %s", name.c_str());
return DEFAULT;
}
CStr8 RenderPathEnum::ToString(RenderPath path)
{
switch (path)
{
case RenderPath::DEFAULT:
return "default";
case RenderPath::FIXED:
return "fixed";
case RenderPath::SHADER:
return "shader";
}
return "default"; // Silence warning about reaching end of non-void function.
}
RenderDebugMode RenderDebugModeEnum::FromString(const CStr8& name)
{
if (name == str_RENDER_DEBUG_MODE_NONE.c_str())
@@ -120,7 +93,6 @@ CStrIntern RenderDebugModeEnum::ToString(RenderDebugMode mode)
CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks())
{
m_RenderPath = RenderPath::DEFAULT;
m_Shadows = false;
m_WaterEffects = false;
m_WaterFancyEffects = false;
@@ -148,10 +120,6 @@ CRenderingOptions::~CRenderingOptions()
void CRenderingOptions::ReadConfigAndSetupHooks()
{
m_ConfigHooks->Setup("renderpath", [this]() {
SetRenderPath(RenderPathEnum::FromString(g_ConfigDB.Get("renderpath", std::string{})));
});
m_ConfigHooks->Setup("shadowquality", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
@@ -301,13 +269,6 @@ void CRenderingOptions::SetFog(bool value)
g_Renderer.MakeShadersDirty();
}
void CRenderingOptions::SetRenderPath(RenderPath value)
{
m_RenderPath = value;
if (CRenderer::IsInitialised())
g_Renderer.SetRenderPath(m_RenderPath);
}
void CRenderingOptions::SetRenderDebugMode(RenderDebugMode value)
{
m_RenderDebugMode = value;