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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
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39 changed files with 3113 additions and 172 deletions
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@ -265,7 +265,7 @@ Ref<Texture2D> EditorPackedScenePreviewPlugin::generate(const RES &p_from, const
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}
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Ref<Texture2D> EditorPackedScenePreviewPlugin::generate_from_path(const String &p_path, const Size2 &p_size) const {
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String temp_path = EditorSettings::get_singleton()->get_cache_dir();
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String temp_path = EditorPaths::get_singleton()->get_cache_dir();
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String cache_base = ProjectSettings::get_singleton()->globalize_path(p_path).md5_text();
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cache_base = temp_path.plus_file("resthumb-" + cache_base);
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