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Improve ubershader compatibility
- Prevent debug enforced use of ubershader on shaders not supporting it - Use unsigned integer for ubershader flags - Add project setting for disabling async shader compilation on mobile - Stop sampling some textures through different kinds of samplers at the same time
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@@ -2727,6 +2727,7 @@ VisualServer::VisualServer() {
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#endif
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GLOBAL_DEF("rendering/gles3/shaders/shader_compilation_mode", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles3/shaders/shader_compilation_mode", PropertyInfo(Variant::INT, "rendering/gles3/shaders/shader_compilation_mode", PROPERTY_HINT_ENUM, "Synchronous,Asynchronous,Asynchronous + Cache"));
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GLOBAL_DEF("rendering/gles3/shaders/shader_compilation_mode.mobile", 0);
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GLOBAL_DEF("rendering/gles3/shaders/max_simultaneous_compiles", 2);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles3/shaders/max_simultaneous_compiles", PropertyInfo(Variant::INT, "rendering/gles3/shaders/max_simultaneous_compiles", PROPERTY_HINT_RANGE, "1,8,1"));
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GLOBAL_DEF("rendering/gles3/shaders/max_simultaneous_compiles.mobile", 1);
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