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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.
This commit is contained in:
Dario
2024-03-15 14:13:31 -03:00
parent 1917bc3454
commit e2c6daf7ef
78 changed files with 5218 additions and 2544 deletions

View File

@@ -104,14 +104,14 @@ struct VersatileResourceTemplate {
uint8_t data[MAX_RESOURCE_SIZE];
template <typename T>
static T *allocate(PagedAllocator<VersatileResourceTemplate> &p_allocator) {
static T *allocate(PagedAllocator<VersatileResourceTemplate, true> &p_allocator) {
T *obj = (T *)p_allocator.alloc();
memnew_placement(obj, T);
return obj;
}
template <typename T>
static void free(PagedAllocator<VersatileResourceTemplate> &p_allocator, T *p_object) {
static void free(PagedAllocator<VersatileResourceTemplate, true> &p_allocator, T *p_object) {
p_object->~T();
p_allocator.free((VersatileResourceTemplate *)p_object);
}