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
No known key found for this signature in database
GPG key ID: C3336907360768E1
343 changed files with 6732 additions and 6432 deletions

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@ -43,6 +43,7 @@
#include "scene/gui/popup_menu.h"
#include "scene/main/canvas_layer.h"
#include "scene/theme/theme_db.h"
#include "servers/rendering/rendering_server.h"
#ifndef PHYSICS_2D_DISABLED
#include "scene/2d/physics/collision_object_2d.h"
@ -677,21 +678,21 @@ void RuntimeNodeSelect::_set_selected_nodes(const Vector<Node *> &p_nodes) {
sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RSE::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RSE::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sb->instance, RSE::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance, RSE::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RSE::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RSE::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RSE::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RSE::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RSE::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RSE::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RSE::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RSE::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
#endif // _3D_DISABLED
}
}