Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace

A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.

With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.

On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
This commit is contained in:
Rémi Verschelde 2026-02-17 18:36:21 +01:00
parent 16f5289f42
commit f5a290ac46
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343 changed files with 6732 additions and 6432 deletions

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@ -42,6 +42,7 @@
#include "editor/file_system/editor_paths.h"
#include "editor/settings/editor_settings.h"
#include "servers/rendering/rendering_device_binds.h"
#include "servers/rendering/rendering_server.h"
#include "servers/rendering/rendering_server_globals.h"
#if defined(VULKAN_ENABLED)
@ -496,7 +497,7 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
t.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001);
t.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001);
t.cull_mode = RS::CULL_MODE_BACK;
t.cull_mode = RSE::CULL_MODE_BACK;
RID material = mi.data.material[i];
if (material.is_valid()) {