You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-09 12:50:35 +00:00
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:
@@ -3447,6 +3447,18 @@ void RenderingServer::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_TEXTURE_MEM_USED);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_BUFFER_MEM_USED);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_VIDEO_MEM_USED);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_PIPELINE_COMPILATIONS_MESH);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW);
|
||||
BIND_ENUM_CONSTANT(RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION);
|
||||
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_CANVAS);
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_MESH);
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_SURFACE);
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_DRAW);
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_SPECIALIZATION);
|
||||
BIND_ENUM_CONSTANT(PIPELINE_SOURCE_MAX);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("frame_pre_draw"));
|
||||
ADD_SIGNAL(MethodInfo("frame_post_draw"));
|
||||
|
||||
Reference in New Issue
Block a user