godot/platform/uwp
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
..
export Implement shader caching 2021-05-31 10:13:09 +02:00
app.cpp [UWP] Add missing get_scansym argument. 2021-05-22 16:39:31 +03:00
app.h
context_egl_uwp.cpp
context_egl_uwp.h
detect.py Allow to not optimize release build 2021-03-14 15:51:05 +01:00
joypad_uwp.cpp Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
joypad_uwp.h Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
logo.png
os_uwp.cpp Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
os_uwp.h Split OS::execute into two methods 2021-01-09 10:03:23 +00:00
platform_config.h
SCsub SCons: Fix UWP build after #45315 2021-05-11 14:14:48 +02:00