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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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@@ -600,7 +600,7 @@ void RenderingDeviceCommons::get_compressed_image_format_block_dimensions(DataFo
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}
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}
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uint32_t RenderingDeviceCommons::get_compressed_image_format_block_byte_size(DataFormat p_format) {
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uint32_t RenderingDeviceCommons::get_compressed_image_format_block_byte_size(DataFormat p_format) const {
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switch (p_format) {
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case DATA_FORMAT_BC1_RGB_UNORM_BLOCK:
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case DATA_FORMAT_BC1_RGB_SRGB_BLOCK:
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