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