From 0d2e02945b07073ed8c76ca118e36da825c0c1ec Mon Sep 17 00:00:00 2001 From: reduz Date: Mon, 24 May 2021 21:25:11 -0300 Subject: 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 --- core/SCsub | 1 + 1 file changed, 1 insertion(+) (limited to 'core/SCsub') 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) -- cgit v1.2.3