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
This commit is contained in:
reduz 2021-05-24 21:25:11 -03:00 committed by Juan Linietsky
parent 39df47b88f
commit 0d2e02945b
39 changed files with 3113 additions and 172 deletions

View file

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