From 0d2e02945b07073ed8c76ca118e36da825c0c1ec Mon Sep 17 00:00:00 2001
From: reduz <reduzio@gmail.com>
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
---
 servers/rendering/renderer_rd/renderer_compositor_rd.h | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'servers/rendering/renderer_rd/renderer_compositor_rd.h')

diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 52552f7ee3..7a78322051 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -118,6 +118,6 @@ public:
 
 	static RendererCompositorRD *singleton;
 	RendererCompositorRD();
-	~RendererCompositorRD() {}
+	~RendererCompositorRD();
 };
 #endif // RASTERIZER_RD_H
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