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Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only. Bonus: - Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset. - Remove unused `ENABLE_CLIP_ALPHA` from scene shader. - Remove unused `PARTICLES_COPY` from the particles shader. - Remove unused uniform related code. - Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
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@@ -268,6 +268,10 @@ void EditorExportPlatform::gen_debug_flags(Vector<String> &r_flags, int p_flags)
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if (p_flags & DEBUG_FLAG_VIEW_NAVIGATION) {
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r_flags.push_back("--debug-navigation");
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}
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if (p_flags & DEBUG_FLAG_SHADER_FALLBACKS) {
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r_flags.push_back("--debug-shader-fallbacks");
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}
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}
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Error EditorExportPlatform::_save_pack_file(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total) {
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