godot/doc/classes/EditorPaths.xml
reduz 0d2e02945b 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
2021-05-31 10:13:09 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorPaths" inherits="Object" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_cache_dir" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_config_dir" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_data_dir" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_self_contained_file" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_settings_dir" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="is_self_contained" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>