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Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later. This works seamlessly with shader caching. Needed to ensure that users only pay the cost for variants they use
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@@ -733,7 +733,8 @@ public:
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virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "") = 0;
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virtual RID shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
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virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary) = 0;
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virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID()) = 0;
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virtual RID shader_create_placeholder() = 0;
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virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
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