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0d2e02945b
* 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 |
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.. | ||
forward_clustered | ||
forward_mobile | ||
shaders | ||
cluster_builder_rd.cpp | ||
cluster_builder_rd.h | ||
effects_rd.cpp | ||
effects_rd.h | ||
pipeline_cache_rd.cpp | ||
pipeline_cache_rd.h | ||
renderer_canvas_render_rd.cpp | ||
renderer_canvas_render_rd.h | ||
renderer_compositor_rd.cpp | ||
renderer_compositor_rd.h | ||
renderer_scene_environment_rd.cpp | ||
renderer_scene_environment_rd.h | ||
renderer_scene_gi_rd.cpp | ||
renderer_scene_gi_rd.h | ||
renderer_scene_render_rd.cpp | ||
renderer_scene_render_rd.h | ||
renderer_scene_sky_rd.cpp | ||
renderer_scene_sky_rd.h | ||
renderer_storage_rd.cpp | ||
renderer_storage_rd.h | ||
SCsub | ||
shader_compiler_rd.cpp | ||
shader_compiler_rd.h | ||
shader_rd.cpp | ||
shader_rd.h |