Increase the size of the uniform set cache to 4096 to avoid cache thrashing from projects with high numbers of unique textures.

This commit is contained in:
clayjohn 2024-12-03 17:22:48 -08:00
parent 1f47e4c4e3
commit 2535423719
2 changed files with 2 additions and 2 deletions

View File

@ -2367,7 +2367,7 @@
<member name="rendering/2d/batching/item_buffer_size" type="int" setter="" getter="" default="16384">
Maximum number of canvas item commands that can be batched into a single draw call.
</member>
<member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="256">
<member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="4096">
Maximum number of uniform sets that will be cached by the 2D renderer when batching draw calls.
[b]Note:[/b] A project that uses a large number of unique sprite textures per frame may benefit from increasing this value.
</member>

View File

@ -3584,7 +3584,7 @@ void RenderingServer::init() {
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/shadow_atlas/size", PROPERTY_HINT_RANGE, "128,16384"), 2048);
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 256);
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 4096);
// Number of commands that can be drawn per frame.
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);