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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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@@ -129,6 +129,7 @@ public:
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_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
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_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
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_ALWAYS_INLINE_ double get_total_time() const { return time; }
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_ALWAYS_INLINE_ bool can_create_resources_async() const { return true; }
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static Error is_viable() {
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return OK;
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