godot/thirdparty/misc
reduz 0d2e02945b 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
2021-05-31 10:13:09 +02:00
..
patches
clipper-exceptions.patch
clipper.cpp
clipper.hpp
cubemap_coeffs.h
easing_equations.cpp
fastlz.c
fastlz.h
ifaddrs-android.cc
ifaddrs-android.h
mikktspace.c
mikktspace.h
open-simplex-noise-LICENSE
open-simplex-noise-no-allocate.patch
open-simplex-noise.c
open-simplex-noise.h
pcg.cpp
pcg.h
polypartition.cpp
polypartition.h
r128.c
r128.h
smaz.c
smaz.h
smolv.cpp
smolv.h
stb_rect_pack.h
stb_vorbis.c
stb_vorbis.h
yuv2rgb.h