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Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later. This works seamlessly with shader caching. Needed to ensure that users only pay the cost for variants they use
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13 changed files with 355 additions and 140 deletions
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@ -89,7 +89,7 @@ void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const
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ERR_FAIL_COND(p_shader.is_null());
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_clear();
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shader = p_shader;
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input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
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input_mask = 0;
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render_primitive = p_primitive;
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rasterization_state = p_rasterization_state;
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multisample_state = p_multisample;
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