godot/modules/lightmapper_rd
reduz cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
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SCsub
config.py
lightmapper_rd.cpp Implement Binary Shader Compilation 2021-07-26 08:40:39 -03:00
lightmapper_rd.h Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
lm_blendseams.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
lm_common_inc.glsl Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
lm_compute.glsl Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
lm_raster.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
register_types.cpp Implement the ability to disable classes 2021-07-13 09:25:14 -03:00
register_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00