Synchronous shaders in editor
The old style synchronous shaders allow the project manager and editor to load faster.
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1 changed files with 5 additions and 1 deletions
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@ -34,6 +34,7 @@
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/threaded_callable_queue.h"
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#include "main/main.h"
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_scene_gles3.h"
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#include "servers/visual_server.h"
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@ -8098,7 +8099,10 @@ void RasterizerStorageGLES3::initialize() {
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config.parallel_shader_compile_supported = config.extensions.has("GL_KHR_parallel_shader_compile") || config.extensions.has("GL_ARB_parallel_shader_compile");
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#endif
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const int compilation_mode = ProjectSettings::get_singleton()->get("rendering/gles3/shaders/shader_compilation_mode");
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int compilation_mode = 0;
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if (!(Engine::get_singleton()->is_editor_hint() || Main::is_project_manager())) {
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compilation_mode = ProjectSettings::get_singleton()->get("rendering/gles3/shaders/shader_compilation_mode");
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}
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config.async_compilation_enabled = compilation_mode >= 1;
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config.shader_cache_enabled = compilation_mode == 2;
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