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.
This commit is contained in:
Dario
2024-03-15 14:13:31 -03:00
parent 1917bc3454
commit e2c6daf7ef
78 changed files with 5218 additions and 2544 deletions

View File

@@ -2261,6 +2261,8 @@ void ParticleProcessMaterial::_bind_methods() {
ParticleProcessMaterial::ParticleProcessMaterial() :
element(this) {
_set_material(RS::get_singleton()->material_create());
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);