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Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
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@@ -545,6 +545,7 @@ public:
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virtual void update() = 0;
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virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) = 0;
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virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) = 0;
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RendererCanvasRender() {
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ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCanvasRender singleton already exists.");
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