godot/platform
Aitor Guevara 6263774aec [Windows] Fix not applying NVIDIA profile to new executables
An NVIDIA profile is applied to the current executable to disable
threaded OpenGL optimizations on Windows (see #71472). But because the
application is only added to the profile upon the profile creation,
newer executables won't be added to the profile (e.g. if the profile is
created on first launch of Godot_v4.1-stable_win64.exe, when users
update the editor and launch Godot_v4.2-stable_win64.exe, the profile
will never be applied to this new executable).
This patch fixes that scenario by splitting creating the profile (if it
doesn't exist) and adding the application (if it doesn't have a profile
applied) into two separate steps.
Applications that have been manually added to a different profile aren't
overriden to avoid confusing users who know what they're doing.
2023-09-22 20:51:12 +02:00
..
android [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
ios [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
linuxbsd [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
macos Merge pull request #82037 from bruvzg/macos_gl_min_size 2023-09-21 14:27:42 +02:00
web [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
windows [Windows] Fix not applying NVIDIA profile to new executables 2023-09-22 20:51:12 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
register_platform_apis.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00