summaryrefslogtreecommitdiff
path: root/modules/mono
diff options
context:
space:
mode:
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 /modules/mono
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 'modules/mono')
-rw-r--r--modules/mono/godotsharp_dirs.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index 020a40575c..68134b9b20 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.cpp
@@ -63,8 +63,8 @@ String _get_expected_build_config() {
String _get_mono_user_dir() {
#ifdef TOOLS_ENABLED
- if (EditorSettings::get_singleton()) {
- return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
+ if (EditorPaths::get_singleton()) {
+ return EditorPaths::get_singleton()->get_data_dir().plus_file("mono");
} else {
String settings_path;