Merge pull request #103099 from YeldhamDev/build_res_loader_disable

Disable `ResourceFormatLoader/Saver`s of disabled classes
This commit is contained in:
Thaddeus Crews 2025-03-23 19:04:01 -05:00
commit 8f331ebd9c
No known key found for this signature in database
GPG key ID: 62181B86FE9E5D84
8 changed files with 148 additions and 80 deletions

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@ -340,14 +340,20 @@ void register_scene_types() {
Node::init_node_hrcr();
resource_loader_stream_texture.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_stream_texture);
if (GD_IS_CLASS_ENABLED(CompressedTexture2D)) {
resource_loader_stream_texture.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_stream_texture);
}
resource_loader_texture_layered.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_texture_layered);
if (GD_IS_CLASS_ENABLED(TextureLayered)) {
resource_loader_texture_layered.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_texture_layered);
}
resource_loader_texture_3d.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_texture_3d);
if (GD_IS_CLASS_ENABLED(Texture3D)) {
resource_loader_texture_3d.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_texture_3d);
}
resource_saver_text.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_text, true);
@ -355,17 +361,21 @@ void register_scene_types() {
resource_loader_text.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_text, true);
resource_saver_shader.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_shader, true);
if (GD_IS_CLASS_ENABLED(Shader)) {
resource_saver_shader.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_shader, true);
resource_loader_shader.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader, true);
resource_loader_shader.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader, true);
}
resource_saver_shader_include.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_shader_include, true);
if (GD_IS_CLASS_ENABLED(ShaderInclude)) {
resource_saver_shader_include.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_shader_include, true);
resource_loader_shader_include.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader_include, true);
resource_loader_shader_include.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_shader_include, true);
}
OS::get_singleton()->yield(); // may take time to init
@ -1284,14 +1294,20 @@ void unregister_scene_types() {
SceneDebugger::deinitialize();
ResourceLoader::remove_resource_format_loader(resource_loader_texture_layered);
resource_loader_texture_layered.unref();
if (GD_IS_CLASS_ENABLED(TextureLayered)) {
ResourceLoader::remove_resource_format_loader(resource_loader_texture_layered);
resource_loader_texture_layered.unref();
}
ResourceLoader::remove_resource_format_loader(resource_loader_texture_3d);
resource_loader_texture_3d.unref();
if (GD_IS_CLASS_ENABLED(Texture3D)) {
ResourceLoader::remove_resource_format_loader(resource_loader_texture_3d);
resource_loader_texture_3d.unref();
}
ResourceLoader::remove_resource_format_loader(resource_loader_stream_texture);
resource_loader_stream_texture.unref();
if (GD_IS_CLASS_ENABLED(CompressedTexture2D)) {
ResourceLoader::remove_resource_format_loader(resource_loader_stream_texture);
resource_loader_stream_texture.unref();
}
ResourceSaver::remove_resource_format_saver(resource_saver_text);
resource_saver_text.unref();
@ -1299,17 +1315,21 @@ void unregister_scene_types() {
ResourceLoader::remove_resource_format_loader(resource_loader_text);
resource_loader_text.unref();
ResourceSaver::remove_resource_format_saver(resource_saver_shader);
resource_saver_shader.unref();
if (GD_IS_CLASS_ENABLED(Shader)) {
ResourceSaver::remove_resource_format_saver(resource_saver_shader);
resource_saver_shader.unref();
ResourceLoader::remove_resource_format_loader(resource_loader_shader);
resource_loader_shader.unref();
ResourceLoader::remove_resource_format_loader(resource_loader_shader);
resource_loader_shader.unref();
}
ResourceSaver::remove_resource_format_saver(resource_saver_shader_include);
resource_saver_shader_include.unref();
if (GD_IS_CLASS_ENABLED(ShaderInclude)) {
ResourceSaver::remove_resource_format_saver(resource_saver_shader_include);
resource_saver_shader_include.unref();
ResourceLoader::remove_resource_format_loader(resource_loader_shader_include);
resource_loader_shader_include.unref();
ResourceLoader::remove_resource_format_loader(resource_loader_shader_include);
resource_loader_shader_include.unref();
}
// StandardMaterial3D is not initialized when 3D is disabled, so it shouldn't be cleaned up either
#ifndef _3D_DISABLED