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
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@ -31,6 +31,7 @@
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#include "engine.h"
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#include "core/authors.gen.h"
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#include "core/config/project_settings.h"
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#include "core/donors.gen.h"
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#include "core/license.gen.h"
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#include "core/version.h"
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@ -210,6 +211,13 @@ void Engine::get_singletons(List<Singleton> *p_singletons) {
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}
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}
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void Engine::set_shader_cache_path(const String &p_path) {
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shader_cache_path = p_path;
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}
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String Engine::get_shader_cache_path() const {
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return shader_cache_path;
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}
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Engine *Engine::singleton = nullptr;
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Engine *Engine::get_singleton() {
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