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Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
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@@ -131,7 +131,7 @@ Variant EditorResourcePreviewGenerator::DrawRequester::_post_semaphore() const {
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}
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bool EditorResourcePreview::is_threaded() const {
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return RSG::texture_storage->can_create_resources_async();
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return RSG::rasterizer->can_create_resources_async();
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}
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void EditorResourcePreview::_thread_func(void *ud) {
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