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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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@ -1445,6 +1445,12 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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}
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#endif
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#ifdef TOOLS_ENABLED
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if (editor || project_manager) {
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EditorNode::register_editor_paths(project_manager);
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}
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#endif
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/* Determine text driver */
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if (text_driver == "") {
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