virtualx-engine/platform
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
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android Implement shader caching 2021-05-31 10:13:09 +02:00
iphone Set schemes' build config to debug/release in iOS Xcode export 2021-05-25 10:26:54 +02:00
javascript Implement shader caching 2021-05-31 10:13:09 +02:00
linuxbsd add OpenBSD to OS_LinuxBSD::get_name() 2021-05-21 21:35:31 +02:00
osx Implement shader caching 2021-05-31 10:13:09 +02:00
server Fix macOS build with all sanitizers enabled. 2021-04-16 08:27:00 +03:00
uwp Implement shader caching 2021-05-31 10:13:09 +02:00
windows OS: Remove code duplicate in XDG paths handling 2021-05-21 12:49:09 +02:00
register_platform_apis.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00