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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

@@ -281,6 +281,16 @@ uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
return RSG::viewport->get_total_primitives_drawn();
} else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
return RSG::viewport->get_total_draw_calls_used();
} else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS) {
return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_CANVAS);
} else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_MESH) {
return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_MESH) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_MESH);
} else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE) {
return RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SURFACE);
} else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW) {
return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_DRAW) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_DRAW);
} else if (p_info == RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION) {
return RSG::canvas_render->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION) + RSG::scene->get_pipeline_compilations(PIPELINE_SOURCE_SPECIALIZATION);
}
return RSG::utilities->get_rendering_info(p_info);
}