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Add a UniformSet cache
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
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@@ -39,9 +39,11 @@
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#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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class RendererCompositorRD : public RendererCompositor {
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protected:
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UniformSetCacheRD *uniform_set_cache;
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RendererCanvasRenderRD *canvas;
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RendererStorageRD *storage;
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RendererSceneRenderRD *scene;
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