Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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@@ -57,6 +57,12 @@
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[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
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</description>
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</method>
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<method name="get_editor_paths">
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<return type="EditorPaths">
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</return>
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<description>
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</description>
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</method>
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<method name="get_editor_scale" qualifiers="const">
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<return type="float">
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</return>
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