Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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39 changed files with 3113 additions and 172 deletions
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@ -798,6 +798,7 @@ public:
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Error export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only);
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static void register_editor_paths(bool p_for_project_manager);
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static void register_editor_types();
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static void unregister_editor_types();
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