godot/servers/rendering/renderer_rd
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
..
forward_clustered Merge pull request #48837 from Soupstraw/shader-pi 2021-05-25 18:07:15 +02:00
forward_mobile Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
shaders Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
cluster_builder_rd.cpp Core: Drop custom copymem/zeromem defines 2021-04-27 16:26:27 +02:00
cluster_builder_rd.h Added GPU based cluster builder 2021-01-19 23:31:06 +01:00
effects_rd.cpp Core: Drop custom copymem/zeromem defines 2021-04-27 16:26:27 +02:00
effects_rd.h Simplify Volumetric Fog 2021-02-06 15:08:21 -03:00
pipeline_cache_rd.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
pipeline_cache_rd.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render_rd.cpp Merge pull request #48837 from Soupstraw/shader-pi 2021-05-25 18:07:15 +02:00
renderer_canvas_render_rd.h Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
renderer_compositor_rd.cpp Implement shader caching 2021-05-31 10:13:09 +02:00
renderer_compositor_rd.h Implement shader caching 2021-05-31 10:13:09 +02:00
renderer_scene_environment_rd.cpp Moving GI code into RendererServerGIRD 2021-02-25 15:15:48 +11:00
renderer_scene_environment_rd.h Moving GI code into RendererServerGIRD 2021-02-25 15:15:48 +11:00
renderer_scene_gi_rd.cpp Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
renderer_scene_gi_rd.h Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
renderer_scene_render_rd.cpp Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
renderer_scene_render_rd.h Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
renderer_scene_sky_rd.cpp Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
renderer_scene_sky_rd.h Moving GI code into RendererServerGIRD 2021-02-25 15:15:48 +11:00
renderer_storage_rd.cpp Merge pull request #48837 from Soupstraw/shader-pi 2021-05-25 18:07:15 +02:00
renderer_storage_rd.h Support for 2D particles to collide against SDF 2021-05-23 16:43:36 -03:00
SCsub Create mobile renderer 2021-05-03 21:54:11 +10:00
shader_compiler_rd.cpp Implement shader caching 2021-05-31 10:13:09 +02:00
shader_compiler_rd.h Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
shader_rd.cpp Implement shader caching 2021-05-31 10:13:09 +02:00
shader_rd.h Implement shader caching 2021-05-31 10:13:09 +02:00