godot/servers/rendering
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
..
renderer_rd Implement shader caching 2021-05-31 10:13:09 +02:00
renderer_canvas_cull.cpp Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
renderer_canvas_cull.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_canvas_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.h Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
renderer_compositor.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.h Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
renderer_scene.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.h Implement occlusion culling 2021-04-23 21:45:23 +02:00
renderer_scene_cull.cpp Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
renderer_scene_cull.h Fix typos with codespell 2021-05-20 12:38:56 +02:00
renderer_scene_occlusion_cull.cpp Implement occlusion culling 2021-04-23 21:45:23 +02:00
renderer_scene_occlusion_cull.h Implement occlusion culling 2021-04-23 21:45:23 +02:00
renderer_scene_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_render.h Implement occlusion culling 2021-04-23 21:45:23 +02:00
renderer_storage.cpp Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
renderer_storage.h Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
renderer_thread_pool.cpp Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_thread_pool.h Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_viewport.cpp Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
renderer_viewport.h Implement occlusion culling 2021-04-23 21:45:23 +02:00
rendering_device.cpp Implement shader caching 2021-05-31 10:13:09 +02:00
rendering_device.h Implement shader caching 2021-05-31 10:13:09 +02:00
rendering_device_binds.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device_binds.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_default.cpp Fix negative VRAM values 2021-03-05 21:48:20 +00:00
rendering_server_default.h Fixes missng 2D engine bits 2021-05-11 11:21:36 -03:00
rendering_server_globals.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_globals.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub RenderingServer reorganization 2020-12-04 18:39:46 -03:00
shader_language.cpp Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
shader_language.h Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
shader_types.cpp Makes few shader built-ins constant to prevent changing them 2021-05-26 15:58:35 +03:00
shader_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
shader_warnings.cpp Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
shader_warnings.h Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00