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mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

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
This commit is contained in:
reduz
2021-05-24 21:25:11 -03:00
committed by Juan Linietsky
parent 39df47b88f
commit 0d2e02945b
39 changed files with 3113 additions and 172 deletions

View File

@@ -63,8 +63,8 @@ String _get_expected_build_config() {
String _get_mono_user_dir() {
#ifdef TOOLS_ENABLED
if (EditorSettings::get_singleton()) {
return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
if (EditorPaths::get_singleton()) {
return EditorPaths::get_singleton()->get_data_dir().plus_file("mono");
} else {
String settings_path;