godot/servers/rendering/storage
Dario e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
..
camera_attributes_storage.cpp
camera_attributes_storage.h
compositor_storage.cpp
compositor_storage.h
environment_storage.cpp
environment_storage.h
light_storage.h
material_storage.h Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
mesh_storage.cpp Avoid const_cast in mesh_storage.h 2024-08-28 14:46:03 -07:00
mesh_storage.h Avoid const_cast in mesh_storage.h 2024-08-28 14:46:03 -07:00
particles_storage.h
render_data.cpp
render_data.h
render_scene_buffers.cpp
render_scene_buffers.h Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
render_scene_data.cpp
render_scene_data.h
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
texture_storage.h Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile. 2024-10-02 15:11:58 -03:00
utilities.cpp
utilities.h
variant_converters.h