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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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@@ -2306,6 +2306,12 @@ RenderingServer::RenderingServer() {
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"rendering/vulkan/rendering/back_end",
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PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile"));
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/use_zstd_compression", true);
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug", false);
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GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true);
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GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
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GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true);
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GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false);
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