Renderer: Fix missing shader_name; use forward declarations
* Moving over to RenderingShaderContainer, missed setting shader_name * Use forward declaration reduces compile time when modifying rendering_shader_container.h from over 950s to about 10-15
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@ -37,6 +37,7 @@
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "modules/modules_enabled.gen.h"
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#include "servers/rendering/rendering_shader_container.h"
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#ifdef MODULE_GLSLANG_ENABLED
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#include "modules/glslang/shader_compile.h"
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@ -49,7 +49,9 @@
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#include "core/variant/type_info.h"
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#include "servers/rendering/rendering_context_driver.h"
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#include "servers/rendering/rendering_device_commons.h"
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#include "servers/rendering/rendering_shader_container.h"
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class RenderingShaderContainer;
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class RenderingShaderContainerFormat;
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// These utilities help drivers avoid allocations.
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#define ALLOCA(m_size) ((m_size != 0) ? alloca(m_size) : nullptr)
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@ -127,6 +127,8 @@ Error RenderingShaderContainer::reflect_spirv(const String &p_shader_name, Span<
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using RDC = RenderingDeviceCommons;
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RDC::ShaderReflection reflection;
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shader_name = p_shader_name.utf8();
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const uint32_t spirv_size = p_spirv.size() + 0;
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r_refl.resize(spirv_size);
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