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authorreduz <reduzio@gmail.com>2021-05-24 21:25:11 -0300
committerJuan Linietsky <reduzio@gmail.com>2021-05-31 10:13:09 +0200
commit0d2e02945b07073ed8c76ca118e36da825c0c1ec (patch)
treeafaf6b4d851ff677d604d4014e9dc39db6d18ea0 /core/SCsub
parent39df47b88f1ffb9bd8f2f4aab19d6b91b0830523 (diff)
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
Diffstat (limited to 'core/SCsub')
-rw-r--r--core/SCsub1
1 files changed, 1 insertions, 0 deletions
diff --git a/core/SCsub b/core/SCsub
index bdf8544840..e3ba46be02 100644
--- a/core/SCsub
+++ b/core/SCsub
@@ -59,6 +59,7 @@ thirdparty_misc_sources = [
"pcg.cpp",
"polypartition.cpp",
"clipper.cpp",
+ "smolv.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)