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Increase the size of the uniform set cache to 4096 to avoid cache thrashing from projects with high numbers of unique textures.
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@ -2367,7 +2367,7 @@
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<member name="rendering/2d/batching/item_buffer_size" type="int" setter="" getter="" default="16384">
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Maximum number of canvas item commands that can be batched into a single draw call.
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</member>
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<member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="256">
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<member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="4096">
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Maximum number of uniform sets that will be cached by the 2D renderer when batching draw calls.
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[b]Note:[/b] A project that uses a large number of unique sprite textures per frame may benefit from increasing this value.
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</member>
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@ -3584,7 +3584,7 @@ void RenderingServer::init() {
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GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/shadow_atlas/size", PROPERTY_HINT_RANGE, "128,16384"), 2048);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 256);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 4096);
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// Number of commands that can be drawn per frame.
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
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